據分析師Rhys Elliott公布的最新數據,PlayStation發行的格鬥新作《漫威鬥魂》首發市場表現未達預期,遊戲首周總銷量不足50萬套,整體創收約3300萬美元,銷量結構呈現嚴重平台失衡的情況。

數據顯示,本作銷量高度依賴主機平台,PS5版本貢獻了74%的銷量,合計48.5萬套,成為絕對主力;而PC Steam版本僅占26%,熱度嚴重低迷,平台評價也僅有「褒貶不一」的口碑。分析師直言,PC版諸多硬性問題成為銷量拖累核心,包括優化卡頓、各類BUG、DRM限制,以及不支持Linux系統與Steam Deck設備,勸退大量PC玩家。
Marvel Tokon sells 485K copies on PS5 and Steam ( @alineaanalytics estimates). PS5 accounts for 74% of that split, while Steam takes 26%. It’s made $33M in revenue across those platforms. The lower Steam share tracks, with many fighting games skewing to console due to easier-to-access couch multiplayer. Marvel Tokon’s Steam launch, though, was marred by performance issues, bugs, intrusive DRM, and no Linux support (so no proper Steam Deck compatibility). Arc has been patching hard, and many issues are already fixed, but first impressions are sticky. Tokon might have sold closer to 1M if the Steam stuff hadn’t been such an issue. Word of mouth was cut short. Our estimates show that about 75% of Marvel Tokon players live in North America, with the majority, of course, in the US. This helps explain why the PS5 physical share at 15.1% – lower than usual for a new PlayStation game. US players skew more digital than most regions, and this is a heavily American audience. Captain America, indeed. The PS5 audience overlap (the shared unique players between Tokon and other games) shows the hardcore fighting-game core tapped in. The entire top 10 by crossover is fighting games, with Fatal Fury: City of the Wolves (8% crossover), Invincible VS (8%), and DNF Duel (7%) leading the way. Directional overlap with the mainstream is strong on PS5, as well: - 52% of PS5 Tokon players played Dragon Ball FighterZ - 49% Street Fighter 5 - 41% Mortal Kombat 1 - 39% Street Fighter 6 - 35% Tekken 7 Marvel fandom is helping push copies on this one. On PS5, 60% of Tokon’s PS5 players have played Spider-Man: Miles Morales, 57% Spider-Man 2, and 53% Marvel Rivals. Those numbers are higher than even the biggest fighting-game overlap (Dragon Ball FighterZ at 52%). As I covered earlier this week, Spider-Man in particular is very front of mind right now, thanks to the new movie. And Spidey is featured prominently on the artwork and trailers. Relatively speaking, fighting games are a pretty niche genre (Smash, Dragon Ball Z, and flagship franchises like Street Fighter, Tekken, and Mortal Kombat aside…). Even Riot couldn’t crack it, laying off around 80 people, roughly half the 2XKO team, in February due to soft player momentum. Despite being free-to-play, 2XKO has pulled in just 1M players on PS5. Meanwhile, Tokon is a paid, single-genre fighter that has done 485K in a week. One difference there (in addition to Riot fandom being mostly all PC) is the IP. Marvel is doing some lifting a niche genre can’t do on its own. That’s the bet PlayStation, Arc, and Marvel made, and – Steam wobbles aside – so far, so okay. More on the free Substack (link's in my profile there).

除平台問題外,本作市場布局也存在明顯短板。遊戲核心玩家群體集中於美國本土,在格鬥遊戲核心腹地日本市場熱度低迷,未能有效搶占日系受眾。分析師認為,若PC版體驗完善無硬傷,本作首周銷量完全有望突破百萬套,整體銷量潛力被嚴重限制。

玩家畫像數據顯示,《漫威鬥魂》受眾與其他格鬥遊戲高度重疊,且超半數玩家體驗過《漫威蜘蛛人》《漫威爭鋒》等近期漫威系列作品,依託漫威IP擁有穩固粉絲基礎。目前遊戲整體表現雖不算拉胯,但遠未發揮出IP與品類優勢。業內認為,後續官方若持續優化修復問題、更新遊戲內容,有望逐步提升銷量,釋放市場潛力。






