Resident Evil 7 sells less than 2,000 copies on iOS

The Resident Evil 7 arrived on iOS a few weeks ago It has been a new step in Apple’s ambitious plans to make the iPhone a fairly reliable platform for playing demanding games. Last year, at WWDC 2023, those from Cupertino made some very interesting announcements in this regard, but they were initially limited to macOS, its desktop operating system, so the surprise came in September, during the presentation of the iPhone 15.

At that presentation, we saw that one of the notable points of the A17 Pro SoC was the improvements in its GPU, completely redesigned with respect to previous versions, and that among other new features it was going to allow the arrival of ray tracing to the Pro models of the current generation. But it didn’t end there, because after announcing this technological leap, those from Cupertino They confirmed the arrival of several triple A gamescomo Death Stranding, Assassin’s Creed Mirage, Resident Evil Village y Resident Evil 4 Remake.

We were already able to read, last monthwhose commercial performance has been quite limited, with sales volumes that make us question whether the editing and publication of these versions has been profitable for their distributors. And as we read today a mobile gamerit seems that the new attempt in this sense could repeat the bad numbers of the previous ones, since After a few weeks since its launch, Resident Evil 7 for iOS would have sold less than 2,000 copies.

It is true, yes, that we are talking about a recent launch, so it still has a way to go to improve its numbers, but it is also true that The largest sales volume of games is usually concentrated in their first weeks on the marketso if this pattern applies in this case, we would be facing a huge “blow”, which could compromise the publication plans of more double or triple A games adapted to iOS.

Why do iOS games sell poorly? There is no clear answer to this, although we can theorize, and in that case I would focus on two points. The first is, of course, that at the moment these games are only available for the iPhone 15 Pro, which is already a very important limitation in their scope. Will this be corrected with the future iPhone 16? Let’s hope so. And on the other hand, we also find that there is still a certain lack of gaming culture in the iPhone ecosystem, and this is something that can only be corrected over time, if Apple, developers and distributors maintain their commitment.

I’ve read that there are also those who argue that the problem is due to the size of the iPhone screens, which are supposedly too small for gaming. However, the success of portable game consoles discredits this view, showing that the key factor is not the size of the screen, but the adaptation of the game to it. With good work in this regard, the gaming experience can be very rewarding. And as an even clearer example of this, there are the Razer Kishi controllers, which They allow you to turn an iPhone into a very, very enjoyable portable console..

The question is, as I mentioned earlier, whether the industry will continue to support this gamble. A fairly widespread rumour claims that it is Apple itself that is “paying for the party”, that is, that it is assuming the costs of adapting the games to the platform, something that, in reality, would make quite a lot of sense, since it is hard to imagine more than one studio taking such a risk. And, if that is really the case, I think that The best thing they can do in Cupertino is to keep trying.at least in the short and medium term, to give more room for growth options for “Pro” gaming on the iPhone. And if it goes well, and it has the resources to do so, it will be another notable point for the technology company’s smartphones.

Source: www.muycomputer.com