I'm finding it hard to follow Capcom's line of thought on this one.
-They rebooted after Devil May Cry 4 because "we saw other action games getting 4 to 5 million sales". Nevermind the idiocy of this statement as a Third Person Shooter Action title, or action games of the like, are mainstream while Hack n' Slash action titles are niche besides God of War. This is what they stated and why they wanted to go "Western".
-They then set their goal for 2 shipped within 2 1/2 months.
-They lower their goal to 1.2 million shipped within 2 1/2 months.
-They lower their goal yet again to 1.15 million shipped within 2 1/2 months (shipped = sold to the developer).
-Despite having to lower their shipment expectations twice, they claim "solid sales" when they shipped 850,000 less than they originally planned for and sold less than a million retail.
-This is also despite the fact that it is currently the lowest selling Devil May Cry title, despite having the largest marketing push and the most publicity. Even if it has the best legs in the world, it won't come close to matching Devil May Cry or Devil May Cry 4 and will have difficulty passing Devil May Cry 2.
Was it really THAT cheap to make with Ninja Theory and THAT expensive to make internally? Damn, seems like Ninja Theory got boned if they made the game for THAT cheap, so cheap that it's to the point it can under ship by 850,000 and under sell by over 900,000 and still make a good profit.
I'm baffled with Capcom logic too, DmC had:
-Same mocap studio from Avatar (also the crew had to flew to LA)
-Outsourcing to an UK studio that made Heavenly Sword which sold 1.6M and still wasn't profitable (also logistics cost money)
-3 year development time (2010,2011,2012).
-Unreal Engine license (about $700K) when they could have use the MT Framework engine for free
-Quite a decent marketing push with pop ups in Gamestops, ads in sites like Kotaku and Gamespot and a trailer before the latest Resident Evil movie
It had to be expensive and they say "solid".