By using this site, you agree to our Privacy Policy and our Terms of Use. Close
KrspaceT said:

Games are also a matter of scale: Breath is said to be a rather expensive game, but it needed 2 million to break even. Not sure if we have a number like that for Tears, but I can't imagine it hit something like Spider-Man 2 levels (that needed 10 million): heck I remember some talk back in the day that Xenoblade X (the mecha one) was profitable on the Wii U. Never saw an official source I think, but to even claim that Nintendo didn't lose money on that....

Plus on top of it the games also stay the same price, which might annoy the hell out of some people but it certainly has its advantages. Ask Days Gone.....

Also if you look at the way Monolith Soft has managed to develop two big JRPGs, whilst remastker another one + two whole additional campaigns. 

Some might think their projects would be quite costly ambition wise, but it's clear the intensive rework of their engine and the reuse of assets helped them accomplish their goals without breaking the bank.

Don't know about the profitability of these games but Xenoblade 2 and Torna were noted to be quite profitable at the time too. I don't have doubts the successors were as well with both of them selling about 2M each.

However, the next generation will be a new challenges for them to tackle cuz it's obvious their next games might get at least a slight more expansive depending if their next games keep the same grand ambitious mindset they usually have. 



Switch Friend Code : 3905-6122-2909