Capcom 'analyzing' Resident Evil 6's disappointing sales
by Andrew Yoon, Feb 08, 2013 10:30am PSTWith five million copies shipped so far, Resident Evil 6 is by no means a failure for Capcom. However, it has repeatedly been called a disappointment by the publisher, who expected the game to ship upwards of seven million units. What could account for such a sharp decline from its initially projected sales?
"We are currently analyzing the causes, which involve our internal development operations and sales operations. We have not yet reached a clear conclusion," Capcom told investors.
"We believe that global sales of 5 million units are proof that this is a popular title. However, we believe that the new challenges we tackled at the development stage were unable to sufficiently appeal to users," the statement continued. Capcom did say that Resident Evil 6 was designed to appeal to a "mass-market" audience--which is reflected on the game's focus on action, and not necessarily traditional horror.
"In addition, we believe there was inadequate organizational collaboration across our entire company with regard to marketing, promotions, the creation of plans and other activities. We will have to examine these results from several perspectives. We will reexamine our internal operating frameworks in order to identify areas that need to be improved concerning development as well as sales and administrative operations," the publisher concluded.
Oddly, there seems to be no mention of the lackluster reception of the game--by both critics and fans.
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Why did Resident Evil 6 fall short of Capcom's expectations? "We are currently analyzing the causes, which involve our internal development operations and sales operations," they said.
Why did Resident Evil 6 fall short of Capcom's expectations? "We are currently analyzing the causes, which involve our internal development operations and sales operations," they said. : Shacknews
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I felt like RE5 was definitely more 'focused' than RE6. What did you feel otherwise was better? I played both (only) coop with a friend completely.
RE6's issues were (off the top of my head, I could come up with more)
- Lack of focus - needed to leave a little more on the cutting room floor.
- Mechanics/controls were two steps forward, 1.5 steps back (amibitious, but some unneeded, and many unclear)
- The game has a ton of random mechanics, none of which are explained in the game. Half of them have useful tooltips but good luck getting those at a point that's relevant.
- About half the bosses have really bad design/cues (but some area great!) including bosses that basically just need to be fought for a certain amount of time but nothing indicates that to you, forcing you to waste resources.
Controls are a bit overloaded, so you just have to master some random button combinations (specifics aside, not untrue of RE5, or even games like Demon's Souls)
I heard some people stay the story was incoherent in RE6, which I thought was an odd complaint (compared to other RE games, not known for the best/most coherent story). I mean, they managed to do it in a way that I figured out the deal with Carla, etc without even noticing the clothing option well before I got to the last campaign. (Since everyone got a random apparel change)
Mercenaries mode felt better in 6 in a lot of ways, but more interesting char/loadouts in RE5. Both need a revamp/re-imagining (everyone always does a victory lap at the beginning to get timers, etc) of mechanics - a standalone XBLA-style Mercs title would be dreamy.
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