Oregano

One Winged Slayer
Member
Oct 25, 2017
22,878
None of the games since the original have sold more than 100k copies. The original was a relative success at the time but that was nearly 15 years ago and nothing since has even been worth the time or effort to develop it in terms of sales. At best, the games have made a small profit, but more than likely they'd have made a loss if they weren't published by another company. But again, there's value in keeping a studio afloat. This game (NMH3) was never going to succeed.

TSA/NMH3 only exist because Grasshopper split in 2, the GHM that developed those game is only 20-ish people (with outsourcing).

They also have received support from Nintendo. The physical versions of the games in US/Europe are produced and distributed by Nintendo.

MMV did TSA on PS4 themselves but so far NMH1&2 didn't follow alongside the PC version.
 

DeuceGamer

Member
Oct 27, 2017
3,476
NMH3 is strange to me. It decidedly has a Japanese feel to me, but I also feel it's a title that will be more popular in the West. Will be interesting to see how it sales overtime.

OT: now if Best Buy will ship my copy that was preordered in 2019.
 

Deleted member 32106

User requested account closure
Banned
Nov 9, 2017
2,819
01./00. [NSW] Tsukihime: A Piece of Blue Glass Moon # <ADV> (Aniplex) {2021.08.26} (¥7.000) - 72.237 / NEW
02./00. [PS4] Tsukihime: A Piece of Blue Glass Moon # <ADV> (Aniplex) {2021.08.26} (¥7.000) - 66.171 / NEW
that's a lot of 10k more on Switch version
 

Glio

Member
Oct 27, 2017
24,702
Spain
NMH3 is strange to me. It decidedly has a Japanese feel to me, but I also feel it's a title that will be more popular in the West. Will be interesting to see how it sales overtime.

OT: now if Best Buy will ship my copy that was preordered in 2019.
There are games that seem more aimed at Western otakus than Japanese.
 

KtSlime

Member
Oct 25, 2017
6,910
Tokyo
There is a world of difference, XSX is beast next to the XSS when it comes to power.

Also many JP getting the series X are users coming back to xbox from the 360, they have big 360 collections and like to use that disc drive for BC.

"Power" is an incredibly dumb metric, sorry, I know some people must be choosing one Xbox over another because of that power, but most people don't really care - which is why they buy Switches.

As to returning Xbox fans, if you got numbers I'd like to see them. There are no used Xbox360 games at any of my nearby Geo and BookOff so unless you are already in that ecosystem, or go out of your way to locate old games, most probably don't care to spend the extra money for the more powerful disc-drive version.
 

Ryng™

Member
Nov 2, 2017
3,641
Italy
DS (2007) VS 3DS (2012) VS Switch (2021)

Code:
|----|---------------------|---------------------|--------------------|
|    |        NDS          |         3DS         |      Switch        |
|----|----------|----------|----------|----------|---------|----------|
|Week|  Weekly  |   2007   |  Weekly  |   2012   |  Weekly |   2021   |
|----|----------|----------|----------|----------|---------|----------|
|  01|   305.321|   305.321|   203.605|   203.605|  312.121|   312.121|
|  02|   107.892|   413.213|   257.377|   460.982|  167.596|   479.717|
|  03|   134.053|   547.266|   101.697|   562.679|  170.691|   650.408|
|  04|   190.540|   737.806|    77.519|   640.198|  110.811|   761.219|
|  05|   175.879|   913.685|    81.699|   721.897|  114.170|   875.389|
|  06|   165.458| 1.079.143|    69.180|   791.077|   88.485|   963.874|
|  07|   144.060| 1.223.203|    60.231|   851.308|  109.615| 1.073.489|
|  08|   134.626| 1.357.829|    88.909|   940.217|   74.298| 1.147.787|
|  09|   115.060| 1.472.889|    72.032| 1.012.249|   78.049| 1.225.836|
|  10|   103.546| 1.576.435|    71.797| 1.084.046|   89.927| 1.315.763|
|  11|   128.511| 1.704.946|    63.717| 1.147.763|   72.610| 1.388.373|
|  12|   159.498| 1.864.444|    63.746| 1.211.509|   89.104| 1.477.477|
|  13|    83.900| 1.948.344|    94.776| 1.306.285|  267.497| 1.744.974|
|  14|   118.774| 2.067.118|   118.072| 1.424.357|  135.076| 1.880.050|
|  15|   124.536| 2.191.654|    67.613| 1.491.970|   96.259| 1.976.309|
|  16|   158.189| 2.349.843|    62.653| 1.554.623|   94.057| 2.070.366|
|  17|   219.656| 2.569.499|    80.561| 1.635.184|  105.833| 2.176.199|
|  18|   219.291| 2.788.790|    71.282| 1.706.466|  165.268| 2.341.467|
|  19|   160.312| 2.949.102|    88.226| 1.794.692|   70.760| 2.412.227|
|  20|   112.309| 3.061.411|    45.063| 1.839.755|   95.411| 2.507.638|
|  21|   128.758| 3.190.169|    41.712| 1.881.467|   99.118| 2.606.756|
|  22|   117.013| 3.307.182|    51.840| 1.933.271|   71.148| 2.677.904|
|  23|   115.058| 3.422.240|   101.718| 2.034.989|   97.208| 2.775.112|
|  24|   136.393| 3.558.633|    61.212| 2.096.201|   78.317| 2.853.429|
|  25|   166.548| 3.725.181|    56.394| 2.152.595|   75.077| 2.928.506|
|  26|   153.983| 3.878.540|    66.953| 2.219.548|   72.951| 3.001.457|
|  27|   119.824| 3.998.364|    65.267| 2.284.815|   84.494| 3.085.951|
|  28|   135.946| 4.134.310|    51.930| 2.336.745|   69.283| 3.155.234|
|  29|   143.619| 4.277.929|    46.633| 2.383.378|   64.107| 3.219.341|
|  30|   164.481| 4.442.410|    44.202| 2.427.580|   69.738| 3.289.079|
|  31|   143.619| 4.586.066|   235.974| 2.663.554|   62.865| 3.351.944|
|  32|   153.983| 4.740.049|   118.786| 2.782.340|   72.773| 3.424.717|
|  33|   164.654| 4.904.703|   108.897| 2.891.237|   89.732| 3.514.449|
|  34|   116.506| 5.021.209|   107.140| 2.998.377|   72.527| 3.586.976|
|  35|   101.248| 5.122.457|    64.921| 3.063.298|   63.254| 3.650.230|
|  36|    78.980| 5.201.437|    67.926| 3.131.224|         |          |
|  37|    74.520| 5.275.957|    57.305| 3.188.529|         |          |
|  38|    66.121| 5.342.078|    56.970| 3.245.499|         |          |
|  39|    71.839| 5.413.917|    59.199| 3.304.698|         |          |
|  40|    76.560| 5.490.477|    77.183| 3.381.881|         |          |
|  41|    80.260| 5.570.737|    58.233| 3.440.114|         |          |
|  42|    77.810| 5.648.547|    78.401| 3.518.515|         |          |
|  43|    83.436| 5.731.983|    60.033| 3.578.548|         |          |
|  44|    80.272| 5.812.255|    60.079| 3.638.627|         |          |
|  45|    81.631| 5.893.886|    82.644| 3.721.271|         |          |
|  46|    80.827| 5.974.713|   168.662| 3.889.933|         |          |
|  47|   115.529| 6.090.242|   170.559| 4.060.492|         |          |
|  48|   126.347| 6.216.589|   158.527| 4.219.019|         |          |
|  49|   164.576| 6.381.165|   154.654| 4.373.673|         |          |
|  50|   248.670| 6.629.835|   219.103| 4.592.776|         |          |
|  51|   319.051| 6.948.886|   333.409| 4.926.185|         |          |
|  52|   194.816| 7.143.702|   433.788| 5.359.973|         |          |
|  53|          |          |   266.790| 5.626.763|         |          |
-----------------------------------------------------------------------

Tsukihime-08-22-21.jpg
 

TiagoCosta

User requested ban
Banned
Aug 3, 2018
2,844
"Power" is an incredibly dumb metric, sorry, I know some people must be choosing one Xbox over another because of that power, but most people don't really care - which is why they buy Switches.

As to returning Xbox fans, if you got numbers I'd like to see them. There are no used Xbox360 games at any of my nearby Geo and BookOff so unless you are already in that ecosystem, or go out of your way to locate old games, most probably don't care to spend the extra money for the more powerful disc-drive version.

It's not dumb when it comes to such a niche fan base... we aren't talking about mainstream here. One can't compare millions to thousands.

I don't have numbers, I just see the tweets about it. But in such a small base, seeing 2k+ tweets about it represents quite a solid % already.

edit: also, there's a reason you can find series S almost everywhere, but X is almost impossible. Xbox buyers aren't the same as nintendo.
 

abellwillring

Member
Oct 25, 2017
8,966
Austin, TX
Since you say it's impossible to happen how much would NMH3 have to sell ww so that it succeeds?

100, 200, 500k?
It apparently took around 2.5 year of development and the team was made up around 100 people. I know Japanese devs pay a lot less than American counterparts.. but with that in mind, a conservative estimate would be at least $15-20m in dev costs on manpower alone. There are tons of ancillary costs such as general overhead for running a business/rent and licensing fees, etc.

So the minimum the game would probably need to make in sales so that the project itself broke even would be $30m or around 500k copies at full price. That is just a break even for the project -- it doesn't take into account Nintendo's cut of every sale, businesses, etc. To be fully profitable as a project it would probably need to sell 1m copies. We don't know how what Marvelous pays them so it frankly would be next to impossible to determine what Grasshopper would need for it to be profitable on the development.
 

supercommodore

Prophet of Truth
Member
Apr 13, 2020
4,210
UK
I am happy for Xbox Series X|S. Hope it can break Xbox One LTD even before holiday season.

Think it needs to average just over 2,500 units a week to reach Xbox One LTD in time for the one-year launch anniversary. if it manages to stay above 2.5k a week it will hit the XB1 LTD a year after launch, which is quite the improvement. Still is way off OG Xbox and 360 though.
 

NotLiquid

One Winged Slayer
Member
Oct 25, 2017
34,899
Side note: No More Heroes 3's budget is reportedly lower than several games Grasshopper has gotten to work with, presumably the Kadokawa ones (Lollipop Chainsaw and Killer Is Dead).

I'm not even sure what you are talking about anymore, my English understanding fails me.

Because I see more than 5k.

NMH games outside nintendo were always late ports, late ports in Japan as you know tend to do worse than initial releases.

There's no way to tell how a simultaneous releases would do nowadays, but west wise it would no doubt help it out.

Costs of porting don't make your assessment a surefire thing. There's a very likely reason why Marvelous didn't put the NMH1/2 ports on PS4 after TSA failed to make a dent. If there's reason to assume the numbers won't make a big difference, they won't put the resources for it.
 

CeroMiedo

Member
Oct 26, 2017
4,337
Costs of porting don't make your assessment a surefire thing. There's a very likely reason why Marvelous didn't put the NMH1/2 ports on PS4 after TSA failed to make a dent. If there's reason to assume the numbers won't make a big difference, they won't put the resources for it.
Has it been one year since nmh 1&2 yet? Maybe there is a one year exclusive or something
 

Deleted member 2791

User requested account closure
Banned
Oct 25, 2017
19,054
It apparently took around 2.5 year of development and the team was made up around 100 people. I know Japanese devs pay a lot less than American counterparts.. but with that in mind, a conservative estimate would be at least $15-20m in dev costs on manpower alone. There are tons of ancillary costs such as general overhead for running a business/rent and licensing fees, etc.

So the minimum the game would probably need to make in sales so that the project itself broke even would be $30m or around 500k copies at full price. That is just a break even for the project -- it doesn't take into account Nintendo's cut of every sale, businesses, etc. To be fully profitable as a project it would probably need to sell 1m copies. We don't know how what Marvelous pays them so it frankly would be next to impossible to determine what Grasshopper would need for it to be profitable on the development.

1 million copies to be profitable??
you have definitely no idea what you're talking about
 

foxuzamaki

One Winged Slayer
Member
Oct 25, 2017
21,618
None of the games since the original have sold more than 100k copies. The original was a relative success at the time but that was nearly 15 years ago and nothing since has even been worth the time or effort to develop it in terms of sales. At best, the games have made a small profit, but more than likely they'd have made a loss if they weren't published by another company. But again, there's value in keeping a studio afloat. This game (NMH3) was never going to succeed.
Wait are you talking about WW, and are you talking about just NMH? Because you would be wrong in a the above
 
Aug 15, 2020
663
Has it been one year since nmh 1&2 yet? Maybe there is a one year exclusive or something
I'd imagine if Playstation ports were happening they would have been announced alongside the PC versions. Even those feel like they were only justified by the Amazon Luna money. There were several UI elements that were just lifted from the Switch versions.
 

Refyref

One Winged Slayer
Member
Oct 25, 2017
1,025
You've heard of having to sell over 300k to be successful and you've heard of having to sell over 200k to not be niche, but now we introduce the NEW bar for sales in these threads: You have to sell 1 million units to be profitable.
 

squall23

Member
Oct 25, 2017
4,825
I really don't know what people expected with NMH3. Since the original game, I've known it was a much bigger game outside Japan.

I remember reading a story about how Suda sat himself in Akihabara one day to sign the game and hardly anybody went.
 

Shirke

Member
Oct 25, 2017
663
Toronto
There are games that seem more aimed at Western otakus than Japanese.

It always kinda felt that way as a "Japanese" game for Western audiences by having all the wacky craziness people stereotypically expect from that, but also being set in the USA, starring an American Adult Otaku, and having a lot of the Japanese Pop Culture References being spelled out word-for-word for them (Such as Travis and Bishop having their Takashi Miike discussions in NMH3).

All the main games also focus on the English Voice Cast, in the case of NMH2 and NMH3 possibly being their only one.
 
Oct 25, 2017
3,542
It apparently took around 2.5 year of development and the team was made up around 100 people. I know Japanese devs pay a lot less than American counterparts.. but with that in mind, a conservative estimate would be at least $15-20m in dev costs on manpower alone. There are tons of ancillary costs such as general overhead for running a business/rent and licensing fees, etc.

So the minimum the game would probably need to make in sales so that the project itself broke even would be $30m or around 500k copies at full price. That is just a break even for the project -- it doesn't take into account Nintendo's cut of every sale, businesses, etc. To be fully profitable as a project it would probably need to sell 1m copies. We don't know how what Marvelous pays them so it frankly would be next to impossible to determine what Grasshopper would need for it to be profitable on the development.
I really doubt they developed a game needing to sell 1 million copies to break even. Even more on such a niche and poor seller series.
 

Zedark

Member
Oct 25, 2017
14,719
The Netherlands
It apparently took around 2.5 year of development and the team was made up around 100 people.
I've read that number as well, but isn't it more likely that the 100 people figure is the number of people who have worked on it at some point in time? Music composers typically don't work for the entire duration of development, for example, and staff size waxes and wanes as projects get to different milestones. The average number of employees over that 2.5 years is imo likely to have been significantly below that cited 100 number.

A game like NMH3 is probably not going to be viable if the limit to being profitable amounts to 1M copies sold. But I don't think they need that much personally, a couple of 100k should probably be enough (somewhere in the range of 300k-500k).
 

abellwillring

Member
Oct 25, 2017
8,966
Austin, TX
1 million copies to be profitable??
you have definitely no idea what you're talking about
This is just back of the envelope estimates on a game with a staff of 100 that took 2.5 years to develop. Obviously this scales up and down depending on the team and the region. Games developed in America will cost exceedingly more to develop than any other region.

If a game costs $60, the publisher gets ~$42 and the console owner gets $18. They sell the game wholesale to a retailer for less than that so the retailer can make some money too. So they're probably around $35 a copy at that point. There are ancillary costs related to production and shipping, etc. which would bring their net to maybe something like $25-28 a copy.

Just using that estimate, at a very high level, a game that cost $28m to develop would need to sell 1m copies to be profitable as a project itself. This is completely disregarding added costs for marketing, etc. Show your math and explain how I'm wrong.
 

CeroMiedo

Member
Oct 26, 2017
4,337
I'd imagine if Playstation ports were happening they would have been announced alongside the PC versions. Even those feel like they were only justified by the Amazon Luna money. There were several UI elements that were just lifted from the Switch versions.
TSA came to both PC/PS4 after ~6 months. NMH 1&2 are on PC(and Luna lol) already.
Unlikely given that the PC ports of those had a similar exclusivity window to when TSA hit PS4/PC (6 months).
It's still weird that they cared enough to ported TSA to ps4 but not the first two games lol. Either they can't, or they deemed it not worth having the ports at all lol
 
OP
OP
Chris1964

Chris1964

SalesEra Genius
Member
Oct 25, 2017
11,155
It apparently took around 2.5 year of development and the team was made up around 100 people. I know Japanese devs pay a lot less than American counterparts.. but with that in mind, a conservative estimate would be at least $15-20m in dev costs on manpower alone. There are tons of ancillary costs such as general overhead for running a business/rent and licensing fees, etc.

So the minimum the game would probably need to make in sales so that the project itself broke even would be $30m or around 500k copies at full price. That is just a break even for the project -- it doesn't take into account Nintendo's cut of every sale, businesses, etc. To be fully profitable as a project it would probably need to sell 1m copies. We don't know how what Marvelous pays them so it frankly would be next to impossible to determine what Grasshopper would need for it to be profitable on the development.
Yeah no, we don't talk for Tales of Arise. You've made bombs almost everything that releases.
 

brutaka3

Member
Oct 27, 2017
482
I can't believe what I'm reading. There's no way NMH3 needs to sell a million to be profitable. Seriously, people keeps asking for niche AA games but then expect those games to sell like AAA or call them bombas.
 

Deleted member 2791

User requested account closure
Banned
Oct 25, 2017
19,054
This is just back of the envelope estimates on a game with a staff of 100 that took 2.5 years to develop. Obviously this scales up and down depending on the team and the region. Games developed in America will cost exceedingly more to develop than any other region.

If a game costs $60, the publisher gets ~$42 and the console owner gets $18. They sell the game wholesale to a retailer for less than that so the retailer can make some money too. So they're probably around $35 a copy at that point. There are ancillary costs related to production and shipping, etc. which would bring their net to maybe something like $25-28 a copy.

Just using that estimate, at a very high level, a game that cost $28m to develop would need to sell 1m copies to be profitable as a project itself. This is completely disregarding added costs for marketing, etc. Show your math and explain how I'm wrong.

Your first mistake is assuming a developer team of 100 people means they were employing and paying 100 people for 2.5 years. This isn't how game development works.
 
Aug 15, 2020
663
It's a traditionally western aimed title. 2 was only ever greenlit because the western publishers more or less asked for it. Marvelous have tried to sell the later releases in Japan like 2 and Red Zone purely on sex appeal, and that's not a thing in 3, which also doesn't even have a JP dub. Far as I can tell it seems to do decently at least in the US, where it peaked at 9th in eShop charts and 6th at Amazon's Switch charts.
The Wii version of 1 didn't have a JP dub either. Overall though, I think NMH1 did about 400k worldwide on Wii. I'd expect III would have to do similar to be a success, with NA and PAL doing the heavy lifting.
It's still weird that they cared enough to ported TSA to ps4 but not the first two games lol. Either they can't, or they deemed it not worth having the ports at all lol
I don't think care is the right word. TSA was probably easier and cheaper due to being on UE4, so if it wasn't profitable enough to bring over more popular entries, that's pretty telling.

Edit: Actually Suda said Marvelous wanted PS4 versions of 1/2 and then they got the the TSA numbers.
 

Vinnk

Member
Oct 26, 2017
1,969
Japan
09./00. [NSW] No More Heroes III # <ACT> (Marvelous) {2021.08.27} (¥6.800) - 7.951 / NEW

Does this number include the "Killion Dollar Trilogy" box set? If it doesn't that might add a bit more. I have no idea how many they printed but it was totally sold out and to get mine I had to go to Amazon marketplace and pay 2000yen over retail. NMH3 did bad but when we get a top 30 it may prove to be a bit less terrible.
 

Deleted member 55822

User requested account closure
Banned
Apr 10, 2019
698
There's going to be some mismanagement if they expect a niche as hell game to make profit at a million copies. (read: most small games doesn't expect to reach 1 million to be profitable)

And considering this is the THIRD main entry of NMH. Marvelous should know at this point the budget and expectation a game like NMH should have. And whatever their bar is, it's definitely not 1 million copies.
 

Mpl90

Member
Oct 25, 2017
3,215
Does this number include the "Killion Dollar Trilogy" box set? If it doesn't that might add a bit more. I have no idea how many they printed but it was totally sold out and to get mine I had to go to Amazon marketplace and pay 2000yen over retail. NMH3 did bad but when we get a top 30 it may prove to be a bit less terrible.

I was wondering about this earlier, but: since you live in Japan, do you know whether the Killion Dollar Trilogy bundle was available in store as well, alongside online retailers?
 

Arynio

One Winged Slayer
Member
Oct 27, 2017
1,235
Tsukihime surprised me. Great results. Also nice HW sales for all consoles.

NMH3 on the other hand did terribly (as expected).

Right?! I continually read that games that lack Switch versions need them but underperforming Switch exclusives, 7.9k is somehow ok.

You must be reading an alternate reality version of this thread (as usual), because literally no one said these numbers are ok.

Switch 3rd party game exceeds expectations, tops the chart and outsells the PS4 version.

"Hey let's talk about an incredibly niche franchise selling shit like it always does instead"

Profit?

Exactly.

So Nintendo just put the info out that a new Big Brain Academy game is coming.
That could do some decent numbers.

My first impression is... This is going to be biggish. Multiplayer focus, lots of modes... Of course the game has to deliver, but so far it looks like the best in the series yet.

It apparently took around 2.5 year of development and the team was made up around 100 people. I know Japanese devs pay a lot less than American counterparts.. but with that in mind, a conservative estimate would be at least $15-20m in dev costs on manpower alone. There are tons of ancillary costs such as general overhead for running a business/rent and licensing fees, etc.

So the minimum the game would probably need to make in sales so that the project itself broke even would be $30m or around 500k copies at full price. That is just a break even for the project -- it doesn't take into account Nintendo's cut of every sale, businesses, etc. To be fully profitable as a project it would probably need to sell 1m copies. We don't know how what Marvelous pays them so it frankly would be next to impossible to determine what Grasshopper would need for it to be profitable on the development.

Wow this thread keeps delivering.
 

Welfare

Prophet of Truth - You’re my Numberwall
Member
Oct 26, 2017
5,937
I was expecting XBS to drop back down to the 1K - 2K range but another +5K week is incredible.

I predict by the release of the Halo console we see XBS go over 10K for a week.
 

abellwillring

Member
Oct 25, 2017
8,966
Austin, TX
Your first mistake is assuming a developer team of 100 people means they were employing and paying 100 people for 2.5 years. This isn't how game development works.
This is back of the envelope math. It's not meant to be exactly representative of the actual development costs of this game. The costs I used were very conservative estimates though, realistically. Salary cost for manpower is going to be maybe 60% at most of the overall cost of operations of a business. Maybe this actually cost $20m to make all-in, maybe it cost $10m to make. Either way, if this thing sells say 100k copies, it will be developed at a loss to all involved. That much is an absolute stone-cold guarantee. If it sells 200k copies, it will almost certainly be at a loss.
 

Deleted member 2791

User requested account closure
Banned
Oct 25, 2017
19,054
This is back of the envelope math. It's not meant to be exactly representative of the actual development costs of this game. The costs I used were very conservative estimates though, realistically. Salary cost for manpower is going to be maybe 60% at most of the overall cost of operations of a business. Maybe this actually cost $20m to make all-in, maybe it cost $10m to make. Either way, if this thing sells say 100k copies, it will be developed at a loss to all involved. That much is an absolute stone-cold guarantee.

Your math is entirely off because you have no idea how many people worked on this game for how long. The "stone-cold" reality is that the first NMH games sold between 300 and 600k, and those were very successful and profitable games for the studio and that no one in his right mind would greenlight a third game with the objective to sell over twice as many copies to break even. This is just stupid lmao
 
OP
OP
Chris1964

Chris1964

SalesEra Genius
Member
Oct 25, 2017
11,155
If a niche IP like No More Heroes needs 1m just to become profitable I don't want to imagine the suggestive turning point for bigger projects.
 

abellwillring

Member
Oct 25, 2017
8,966
Austin, TX
Your math is entirely off because you have no idea how many people worked on this game for how long. The "stone-cold" reality is that the first NMH games sold between 300 and 600k, and those were very successful and profitable games for the studio and that no one in his right mind would greenlight a third game with the objective to sell over twice as many copies to break even. This is just stupid lmao
Do you think game development costs in 2019-2021 are the same as they were in 2005-2007? I would love to see your math at how much you expect this cost to make, with what we know of the team size (at its peak) and the duration of development, and what you think it would need to sell to be profitable for all parties involved. Show your math.
 

Vinnk

Member
Oct 26, 2017
1,969
Japan
I was wondering about this earlier, but: since you live in Japan, do you know whether the Killion Dollar Trilogy bundle was available in store as well, alongside online retailers?

Not sure. I haven't been to game stores in a while (COVID is spiking again) so I ordered online. Either way, I think it would be tracked as a separate SKU. Just no idea how many were even printed. For the hardcore fans though, that the version to get. It wasn't even that much more than than NMH3 stand alone. 10,780円 for the trilogy and 7,480円 for NMH3. Cheaper then buying them from the eShop and you get physical.
 

Deleted member 2791

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Oct 25, 2017
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I'm not going to further entertain this absolutely insane thought. Thinking a niche game with obviously extremely limited budget (as shown by the visuals and scope of the game) needs to sell a million units to turn a profit has derailed enough of the thread.