My Hero Ultra Rumble, the Bandai Namco battle royale game inspired by the My Hero Academia manga, has been downloaded over seven million times since launching a little over a month ago, on 28th September. The release, a kind of free-to-play competitive brawler, allows you to unlock additional characters and costumes courtesy of an in-game gacha system.
Everyone who boots the title will be rewarded with 10,000 Gold, 1,000 Agency Points, and 900 Gallery Pieces, divided evenly between the colours Red, Blue, and Green, to commemorate the milestone. Did you give this game a try when it launched, and what are your thoughts? Reveal your Quirks in the comments section below.
[source twitter.com]
Comments 10
What is this game? Why there is zero info about it? Who is that guy who downloaded it seven million times?
Downloaded it, played a match, realized it wasn't for me and deleted it. I hope it does well, as it's not a bad game, but mutiplayer tends to suck the fun out of games for me, unless it's co-op versus PC.
But only 100,000 copies have actually been sold? Why do we care lol
I like (ok, I admit it, love) My Hero Academia, so I really need to give this a go.
@NotSoCryptic What?
@Markatron84 It is surprisingly a solid game.
@NotSoCryptic It is a free game. Who bought 100,000 copies?
@mrbone That sir is the point. No one did. Gratned I was half distracted at the time when I wrote that. Was probably referring to battle pass or some other F2P financing mechanic.
Ultimately 7 million downloads doesn't amount to a whole hell of a lot. I forget what the final tally was for First Soldier (over 1 million in its first week), but it ultimately got shutdown.
When you're able to let the popularity of a brand name carry your product, hitting 7 million downloads on a free product is a cake walk. Dare I say you need 50 million downloads before I'd consider anything a boon for success. Based on the steam user data for the PC version, this game barely holds anyones interest for more than 4 hours before they give it up. Just looking at the steam reviews alone, mixed is being kind, as anything positive being said about the game is clearly written by a 12 year old who just cares that their favorite character is in it or some shallow after thought about some other character being in it. Thoughtful reviews seem to indicate this game is buggy, hacked, and generally not very good.
So you tell me. Is 7 million really that impressive and a reason to play it? I like MHA, don't watch it anymore and moved on, but its a fun series to get into. I think this page hyping a download count for a free game is a bit brain damaged.
@NotSoCryptic Well 7 million downloads is a lot, considering their low-key release, without being reviewed by any well known gaming and media websites. I don't normally check Steam as I am not PC gamer, but looking just now, it has a lot of user comments which in a way they do engage, not just download. Yes, the IP is well-loved and known. But a lot of people didn't even know its release. More importantly, why are you so worried about its success? Download numbers may not reflect its longevity (given it only has one mode at the moment). But why can't we just enjoy why it lasts?
@mrbone lol OK that was a nonsense response.
This wasn't a low key release, it has been advertised for a few months now, turn your ad blocker off.
The ip carried this game.
You also disregard everything I said about steam and gravitated to what you wanted to see. Doesnt really matter if you are a pc gamer or steam user for that matter. We are using the data there to gauge engagement and success. There is a ton of information there including the average engagement time. That's time spent by users since playing it. It's not doing to well in keeping interest.
So no 7m is not a lot given the space it released in. It's not a lot with respect to a lot of things. Including when compared to games that achieve success with no advertising.
As far this particular games success is concerned, none, zero interest, not relevant to me in the slightest. My problem is toting 7m as an achievement like an off the shelf release with a 60-70 dollar price tag. As you stated, this is not a good metric. It's like including your demo download numbers with your sales. Which is basically what happens in the first 10 hours of a f2p game. Gamers grab it, play it, try to give it a chance, then fall off it in the first 10 hours. If it has no retention, then it's not doing very well. So I ask you if 7m people are playing the game and averaging 4 hours on it. What do you think the odds are that an f2p game that requires hundreds of hours of attention is going to do in the long term? Is it really a success if the top 10% of players is carrying that average? Of that 700,000 how Many of them are investing in mtx? If we follow the f2p forecasting data, we are looking at maybe 11% here best case scenario if there are compelling items priced reasonably. For every download, just the download they need to make 5 dollars per player. That isn't even including dev and just getting the game out there. That's basic first year operations. If your whales don't carry, then by the end of the second year the game is toast or just dying a slow death till they figure out how to save it. A lot of this will depend on your engagement numbers.
@NotSoCryptic thanks for the reply but can’t read another essay. Lol
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