卡普空最近上線了一個《惡靈古堡9》的專題網站,可以查看你在遊戲中的各項數據,包括遊戲發售10天內的玩家總時長。結果顯示,全球玩家累計遊玩惡靈古堡9已經超過1萬年(截稿時,達到11171年25天15小時)。

該網站實時更新,除了時長,還有死亡次數,擊殺怪物數,獲得道具數,以及各種成就等等。據Alinea Analytics數據,36.5% 的惡靈古堡9玩家在遊戲中至少花費超過15個小時,還有小部分玩家(0.5%)超過了50小時。結合官方的銷售數據,500萬套,算上每人時長的話,累計時間確實超過了1萬年。
RE9 playtime distribution as of yesterday ( @alineaanalytics estimates aggregated across Steam, PlayStation and Xbox) In an era of 50-hour open-world slogs, Requiem succeeds in its leanness. The main story took me about 10 hours to get through on the default difficulty. This is music to the ears of folks with kiddos and busy lifestyles, which make up a chunk of the IP’s ageing core demographic. The result is easy to see: people are seeing the game through. I just aggregated trophy and achievement data across Steam, PlayStation, and Xbox; in under a week, Requiem’s average completion rate (on Casual mode or above) is over 40%. While most $70 games see a massive drop-off at the midpoint, even among early adoptors, Requiem’s playtime distribution shows a pretty chunky tail of engagement. That closure makes the next instalment a more likely purchase. Even after just six days on the market, our engagement data shows a peak between 10 and 15 hours (22.2%), precisely where players are finishing their first run and beginning the endgame. Even more impressive is that over a fifth of the total player base has logged over 20 hours. This hardcore cohort (hardcohort? Sorry...) is already on their next playthroughs, speedrunning, or – in my case – getting rinsed in Insanity mode. Speed runs, hardcore runs, and knife-only challenges – Resident Evil has always been about that repeatable loop. I’m glad RE9 is no different. What a game. But in the end, Requiem proves that if you respect the player’s time, deliver consistent high quality, and fans on their platform of their choice, the audience is willing to show up. And in higher numbers than ever before at this point in the lifecycle. I'll be running through many more playthroughs myself, alongside runs of Slay the Spire 2 and Marathon. What a time to be a fan of games.
據悉,僅僅三天,遊戲裡被消滅的喪屍數量就已超過美國人口總數,十天過去,累計怪物擊殺已達到37億人次,還在不斷增加。



《惡靈古堡9》被譽為卡普空最成功的遊戲之一,首周Steam平台同時在線人數接近35萬,打破系列之前的記錄。遊戲的實體版也全部售罄,近年來同比熱度的遊戲只有《33號遠征隊》。






