pokoko said:
Aquamarine said:
It's a toxic cocktail of reasons:
1) It wasn't what people expected which turned off a lot of Nintendo diehards who were initially interested in it
2) Wii U is completely irrelevant in the retail market that's dominated by PlayStation and Xbox so it gets very little retail exposure
3) The whole JPOP market that #FE captures plays their games on the Vita, PS4, and PS3 to a lesser extent....nobody buys a Wii U for a JPOP-inspired JRPG...or any traditional JRPG for that matter.
4) Nintendo of America pretty much sent it out to die. The marketing budget for this game was tiny-to-non-existent. For example, Nintendo didn't have a single TV spot for the game according to real-time TV ad metrics.
5) NoA's asinine censorship pissed off some otakus who refused to support it...aka the core base of those who would buy this game...and you really can't do that in 2016.
6) Piracy on the Wii U (and now Wii U emulation on PCs) hurts software sales
7) It doesn't have the best reviews in the world with only an 81 on Metacritic...some people have a lot of fun with it, but it's not universally acclaimed like Persona 4 was....so you don't get much of a word-of-mouth effect
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I wonder if this is going to go down as a failed experiment for Nintendo, then. Niche Japanese games pretty much belong to Sony at this point, with the PC contingent growing. 81 is quite decent for this type of game.
Seriously, though, building a fanbase for something that is not in your normal repertoire requires effort and advertising. If they're not going to put resources into it then it's wasted.
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It's 81 on Metacritic because Nintendo put a lot of resources into this.
A ~50K first month (averaged, not exact number) for Tokyo Mirage Sessions #FE is not commensurate with the financial and manpower investment they put into it.
Even Xenoblade Chronicles X managed >200K in the USA.