sixteen-bit
Member
The poor sales are the reason I wonder if this is going to be a DLC update and not a new disc / SKU. Can't see how Arc can keep doing that while their market shrinks.
Aksys said it did well in North America, I thought.
The poor sales are the reason I wonder if this is going to be a DLC update and not a new disc / SKU. Can't see how Arc can keep doing that while their market shrinks.
Well I just do not believe this at all.
The poor sales are the reason I wonder if this is going to be a DLC update and not a new disc / SKU. Can't see how Arc can keep doing that while their market shrinks.
This is a new game, it will be on disc.
This is a new game, it will be on disc.
Really? Is he implied in the story mode or something? Zappa would definitely influence me to jump in.
Well I just do not believe this at all.
Also, there is an empty space between Slayer and Venom, probably reserved for some DLC character in the future.
Who owns Arcsys, now?
And why would they want to allow one of their studios to dive head-first into bankruptcy?
The first game bombed. Hard. Is the theory that tossing a second bomb into the same space might somehow break the fourth wall, and appeal directly to people's wallets, for sympathy?
The game sold +60.000 plus all the cash from the arcades, I personally find hard to believe the game was profitable (on console), but we don't know how much they get from arcades. The first Xblaze didn't sell that well either and yet they released a second game, there must be a trick somewhere or they are extremely efficient.
Ishiwatari already confirmed the story takes place after SIGN. New story, upgraded graphics, new mechanics, new characters.... Smells like a disc release in my opinion.
ASW is not owned by any other company.
The game Sold 60K Worldwide on consoles? I was under the assumption that 10K units sold was fine for Japanese devs' games unless the production of Xrd sunk a lot of dough?
Who owns Arcsys, now?
And why would they want to allow one of their studios to dive head-first into bankruptcy?
The first game bombed. Hard. Is the theory that tossing a second bomb into the same space might somehow break the fourth wall, and appeal directly to people's wallets, for sympathy?
I'm curious as to where you got this abysmal failure thing from?Nothing gives better incentive for pumping out another $60 quantum leap iteration, quite like utterly abysmal failure levels of sales of the first version [of something].
Arcsys has this whole "supply & demand" thing on lock.
just wonder when they'll release it.
+60.000 only in Japan.
Do you mean to say it sold more than 60 FPS or just shy over 60 PS4/PS3 units :V
the dot is confusing me, so if you're saying it sold 60K units in Japan is that a good thing or a bad thing?
Yeah, sorry about the dot, we do it that way in my country, the game sold in Japan a little over 60K.
Does that include digital? With European players having no choice but to purchase Xrd via foreign PSN accounts, I'd be surprised if the 60k was accounting for digital sales.
Finally found the data.
PS3 : Guilty Gear Xrd -SIGN- 34.068 / 45.530 2014-12-21
PS3 : Guilty Gear Xrd -SIGN- [PlayStation Store] {DL} - / 7.461 2014-12-21
PS4 : Guilty Gear Xrd -SIGN- 13.967 / 13.967 2014-12-07
We only have this from the public sales chart, some sales missing. Between the PS4 digital sales and whatever they sold from the end of december until today, probably is safe to say they sold 70K-75K minimum.
I know a lot of people outside Japan got the PS4 digital version when it was released in Japan, because impatience and because it was in English from day 1.
To be fair ASW makes most of their income from arcades, far from their glory days, but still profitable. Also, the game apparently sold really well on the west.
The game Sold 60K Worldwide on consoles? I was under the assumption that 10K units sold was fine for Japanese devs' games unless the production of Xrd sunk a lot of dough?
I hate how additions to story mode are used as justification for a brand new release.
I don't care about story modes in fighting games I'd watch once at most to keep paying what amounts to an additional $20-$40 on top of what update DLC for the actual core game content should cost. I don't think they should keep getting a pass on this. Just make the new story part update DLC like everything else.
Yeah, sorry about the dot, we do it that way in my country, the game sold in Japan a little over 65K and we don't know the PS4 digital sales or how much the game sold from the end of December until today. The game sold way way less than vanilla CP, that much we can say.
While I agree, in principle, I'm also against hardlined a adherence to principles (except that one). In some circumstances they don't hold up as strongly and I suspect this might be one of those instances.
AS is tiny in comparison to other larger developers that execute this model and it's not like their games sell gangbusters. I like their content, so I'll support their initiative, despite not liking the approach in principle.
It's like paying a premium at your local mom and pop store because you appreciate the quality of what they do over a chain like Chili's or Wal-Mart. Squeezing extra money from your loyalty is how they keep the lights on in the face of competition.
No love for Jam?
While I agree, in principle, I'm also against hardlined adherences to principles (except that one). In some circumstances they don't hold up as strongly and I suspect this might be one of those instances.
AS is tiny in comparison to other larger developers that execute this model and it's not like their games sell gangbusters. I like their content, so I'll support their initiative, despite not liking the approach in principle.
It's like paying a premium at your local mom and pop store because you appreciate the quality of what they do over a chain like Chili's or Wal-Mart. Squeezing extra money from your loyalty is how they keep the lights on in the face of competition.
Yes but it was just established that the end result is acceptable and that it's a problem of morals or principals:Some would argue that as a consumer only the end result of what you get for your money is what should matter to you, and how small they are or how hard it is to do hand-drawn art, etc is irrelevant. Going by that, their updates have been pretty egregious.
I like their content, so I'll support their initiative, despite not liking the approach in principle.
Would arcade sales relieve some of the development cost?
Some would argue that as a consumer only the end result of what you get for your money is what should matter to you, and how small they are or how hard it is to do hand-drawn art, etc is irrelevant.
And, for some people, the act of supporting "hard to do, rare art" is actually giving you more for your money...because if a type of product that you enjoy goes out of business, then you will suffer more in the long run, despite possibly saving money in the immediate future.
Most of it was research with a small team, full scale production didn't start until mid-2012. Their "full scale" team is 25 person only, though they did a lot of outsourcing.They spent 4 years making SIGN.
Those sales are legit atrocious.
Only reason it was profitable was because they had virtually NO marketing budget for it outside of official sites.
People look at the nice graphic and assume this is some high production game that need to chart well in order to be successful.
How were there sales on DD , to much miss data for people to say it sold bad without knowing the budget .
The issue is that something like BlazBlue sells to a noticeably larger niche fanbase by comparison (I won't bother mentioning Persona 4 Arena since those sold more than either BB or GG by virtue of being affiliated with Persona). BB has been in more of a position to get away with rehashes of the same game with minor additions, but fewer than ever were actually biting as of BBCP:E. This, however, isn't the same game with additions as with the Extend versions of BB so much as an actual sequel continuing the story, much like BBCT to BBCS to BBCP.I don't think those numbers matter much in the end. They earn their salt and bread by selling you the same game with addittions five or six times and by catering to a very small fanbase. They knew that by the time Xrd was at planning stages.
The issue is that something like BlazBlue sells to a noticeably larger niche fanbase by comparison (I won't bother mentioning Persona 4 Arena since those sold more than either BB or GG by virtue of being affiliated with Persona). BB has been in more of a position to get away with rehashes of the same game with minor additions, but fewer than ever were actually biting as of BBCP:E. This, however, isn't the same game with additions as with the Extend versions of BB so much as an actual sequel continuing the story, much like BBCT to BBCS to BBCP.
The question is whether the additions will be enough to get more people to care this time (the game being more readily available in stores than Xrd -SIGN- was in the US would also help). As much as I've been enjoying Xrd, BB just seems to have more mainstream appeal as far as anime games go, and doesn't have the issue of some players holding off until their favorite characters return.
Makes sense. Most likely the reasoning behind bringing back throw breaks after only the Accent Core games used them as well (though in AC's case, I recall it being extremely rare to see them with how they worked there)..I assume that's why they're focusing on "expansion" over "balancing". They've also added Technical/Stylish system for beginners as well.