Was Resident Evil 7 a failure on mobile at 2,000 sales? Well, sort of, not really, but also yes

Was Resident Evil 7 a failure on mobile at 2,000 sales? Well, sort of, not really, but also yes

  • Resident Evil 7 on iPhone has accrued ‘only’ 2,000 sales
  • It’s encouraged a wave of beard-stroking, but is it as bad as it sounds?
  • Well, sort of, but no, but maybe, but yes. Let’s discuss

As someone who has grown up with a deep-rooted love for video games and a fascination for technology, I have always been eager to see how the two worlds would intersect. With the rapid advancements in mobile technology, my curiosity was piqued when I heard about the release of Resident Evil 7 on iPhones.


Over the past week, the underwhelming iPhone sales of Resident Evil 7 have moved from being a topic of discussion among businesses to gaining wider attention. Critics have expressed their disbelief that mobile gaming could challenge PC and console platforms, leading to numerous analyses on what may have caused this setback.

From our point of view, we chose a distinct method. We aim to make a case for Resident Evil 7’s compatibility on iPhone and other significant mobile ports, following Apple’s showcase of the iPhone 15 and new iPad’s impressive capabilities.

Instead of trying to dramatically change the past, let’s explore a more complex viewpoint. Specifically, I’d like to focus on the accomplishments of Resident Evil on iPhone, rather than solely its mistakes.

Before we begin

It’s important to note we’re not intentionally going to bat for a billion-dollar company like Apple. And we’re certainly not about to argue that 2,000 sales are good by any metric. After all, another console port called
Loop Hero accrued over seven million downloads
, and if only a fraction turned into sales that’s still more than Resident Evil.

As a gamer, I understand the excitement and hype surrounding game announcements. However, it’s essential to remember that not every release meets expectations, and it doesn’t necessarily mean the entire genre is failing. There are various reasons why a particular mobile game might underperform, which we will discuss below. My intention here isn’t to downplay any concerns or minimize the impact on the gaming community but rather provide a balanced perspective.

Above all, it’s worth noting that Resident Evil 7 didn’t succeed on mobile, but its failure wasn’t due to the platform itself. We believe that high-caliber console games will continue to make their way to smartphones in the future.

With that said, let’s get started in earnest by looking at the faults.

This was a niche audience already

First of all we need to recognise a few things. For one, the iPhone 15 and iPads with the requisite technical specs to run Resident Evil 7 are still relatively rare, at least in the hands of the average consumer. On top of that, the average mainstream gamer probably either has a PC or a console that would already be capable of running a game like Resi 7.

As someone who’s spent countless hours gaming on both high-end PCs and mobile devices, I can’t help but feel that the announcement of a new Resident Evil title for consoles and handhelds comes with a caveat. Don’t get me wrong, I’m thrilled at the prospect of returning to the iconic horror series, but from my perspective, the potential audience for this game seems rather limited.

The asking price was too high

There’s a lot of fuss that’s been made about microtransactions and costs surrounding mobile games. However, we have to argue that the average price people would spend on mobile games is less than the upfront asking price for Resident Evil 7 on mobile. Even at roughly $20, this is still a lot to ask, especially when it can be purchased on other platforms far cheaper, especially on those where second-hand copies are feasible.

Before making a purchase, some people prefer to test out the product first. This approach has its advantages and disadvantages. On one hand, trying before buying may deter individuals who are not satisfied with the controls or graphics, leading them to abandon their purchase. On the other hand, it allows potential buyers to explore their new device’s capabilities and might prevent buyer’s remorse. Essentially, demos offer a safer way to experience a product before fully committing.

The ultimate problem

There has been that one, frustratingly pertinent screenshot floating around showing the Resident Evil 7 iPhone screenshot, with the screen packed with prompts and buttons to press. And there’s no denying that, for a game which intentionally went with a far more minimalist approach than even previous Resident Evil games, this may have been a dealbreaker for many.

As someone who has spent the better part of my adult life working in the tech industry, I’ve seen firsthand how mobile technology has revolutionized the way we live and communicate. Its many advantages are undeniable – it’s a level playing field where anyone with a device can connect to the world, it’s an open space for innovation and creativity, and the entry barrier is relatively low compared to other technologies.

In an imaginary scenario, if Resident Evil 7 for iPhone had lower-quality graphics but ran smoothly on a handheld device, it might have been well-received despite the visual downgrade. However, due to the challenge of fitting numerous controls onto a compact screen without compromising the stunning graphics Capcom and Apple deliver, the game sends an inconsistent message.

They truly accomplished something impressive with it, no doubt. Yet, a drawback persists – the small touch screen’s limitations. Unlike devices such as the iconic PSP, there’s no escaping the fact your thumbs obstruct the gameplay. Additionally, not all users own compatible controllers or even prefer them over touch controls. This doesn’t reflect the diverse preferences of the general public.

But on the other hand…

Here’s where we will dissent with most voices, and that’s what the future holds for games like Resident Evil 7 on mobile. There’s always that old chestnut of “This is just the growing pains, it’s going to get better soon!” that everyone trots out in cases like this. But we do reckon that these are indeed growing pains.

One possibility: Initially, Resident Evil 7 wasn’t meant for widespread commercial success in our opinion. It wouldn’t have shocked us if neither Apple nor Capcom anticipated massive profits or substantial earnings from this game. However, the primary focus isn’t on financial gain.

The reason Apple chose to launch Resident Evil 7, 8, and Assassin’s Creed Mirage is not solely for financial gain. Instead, it’s an opportunity for Apple to showcase their technological capabilities and prestige. Essentially, they’re saying “Look what we can accomplish on a handheld device!”

It’s unlikely that Apple offered Capcom a profitable deal based on the 84,000 people who have downloaded the game and potentially upgraded to its full version. This number is just a small fraction of the over 10 million units Resident Evil 7 has sold in other markets.

When it comes to impressing with advanced technology and justifying the cost of gadgets such as the iPhone 15, we believe that Resident Evil 7 and Assassin’s Creed Mirage have excelled in this regard.

What’s the point?

So the point is, from a pure sales perspective, Resident Evil 7 was a failure. But from the perspective of proving Apple still has the technical chops to push the boundaries, it was a success. The only question is whether or not we’re going to see ports like this become more common in the future.

As a passionate gamer, I can tell you that Resident Evil has made its mark on iOS devices, and it’s not going anywhere anytime soon. However, Apple might not be able to persuade console developers to follow suit based on Resident Evil alone. A compelling business arrangement would be necessary for that to happen. But let me tell you, Resident Evil sets an extraordinary benchmark for other phone manufacturers. It proves that high-quality gaming experiences can be achieved even on devices smaller than a typical wallet.

With this being the likely next benchmark, it’s almost a given that games will increasingly test the limits of graphics. Whether you view this as an exciting opportunity or a cause for concern depends on your point of view.

Mobile gaming could witness two contrasting outcomes. On one side, enhanced console-like experiences may boost legitimacy for such games. However, the drive towards technically advanced titles might exclude players using less powerful devices, disrupting mobile gaming’s egalitarian nature.

So what?

We reckon that Resident Evil 7 is not a commercial success, but a technical one. And ultimately, it presents an interesting question about exactly how mobile gaming will change in the near future.

Currently, graphics on even the smallest mobile devices are being pushed to their limits. However, the modest sales of Resident Evil 7 raise questions about whether this trend is sustainable.

Does the touchscreen control issue deter people from using a device? Could such an underlying challenge be resolved naturally? What transpires when Android-compatible gadgets start matching up in terms of capabilities?

As a gamer, I believe it’s not right to dismiss the Resident Evil games on iPhone just because they’re different from their console counterparts. Sure, they might not live up to our expectations in terms of graphics or complexity, but is that what gaming on a mobile device is all about? Instead, we should appreciate these versions for opening up new possibilities and making horror experiences more accessible to us on the go.

If the highly anticipated iOS release of Resident Evil 2 remake arrives soon, we’ll have an opportunity to find out if Capcom’s latest portfolio of games shows progress.

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2024-07-19 20:19