Launch of Resident Evil 3 on iPhone is marked by failure

Launched in March to iPhone 15 Pro, iPad and Mac, Resident Evil 3 did not achieve the commercial performance that Capcom expected. Even with the appeal of an Apple Terror and Support Classic in disclosure, the title recorded modest downloads and revenues.

Appmagic company data indicates less than 115,000 downloads and revenue less than $ 50,000 in the first three weeks. Appfigures, another mobile market analysis platform, points to even smaller figures: 54 thousand downloads and revenue of only US $ 22,000 in the same period.

Resident Evil 3
Photo: Disclosure/Capcom

Free access model to Resident Evil 3 does not propel sales

Capcom has adopted the “Free-to-Start” format, in which the player tests part of the game before deciding for the full purchase. Unlocking costs $ 9.99, but the value should rise to about $ 30 from April 16. There is also an extra purchase of $ 1.99 that releases all the rewards of the game.

Despite the accessible proposal, the strategy did not result in great adhesion. However, performance repeats the standard seen in other ports of the iOS franchise. Titles such as Resident Evil 2, Resident Evil Village and Resident Evil 4 also fell short of revenue expectations, even highlighting the App Store.

Mobile Market still resists large franchises

Resident Evil 3's performance exposes a broader challenge: convincing the mobile public to invest in premium games. Even with advanced graphics and adapted gameplay, renowned franchises such as Assassin's Creed Mirage and Death Stranding have also failed to attract the large audience on Apple devices.

In the case of Resident Evil 2, for example, it took six weeks to reach $ 100,000 in revenue, according to Appmagic. Thus, the figure is considered modest in the face of investments in marketing and technology to carry the game.

Resident Evil 3 on iPhone
Photo: Disclosure/Capcom

Financial sustainability follows uncertain

With successive low -return releases, doubt about the viability of adapting AAA games to iOS grows. The warm reception indicates that the most mobile public still prefers free titles with microtransations instead of narrative paid games and console structure.

Meanwhile, developers evaluate if the high conversion costs justify the results. For now, data reinforces that not even renowned franchises ensure automatic success in the Apple ecosystem.

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Journalist by training, gamer for passion! I write about games, curiosities and guides to help other players explore this amazing universe. If you have a new game in the area, I'm always watching and ready to turn the experience into a good article. 🎮
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