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Diablo Immortal earned more than $ 20 million in two weeks

  • June 20, 2022
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I considered to the negative acceptance of Diablo Immortal Basically the whole community, which has been criticized by players, streamers and content creators and even other companies, seems

Diablo Immortal earned more than $ 20 million in two weeks

I considered to the negative acceptance of Diablo Immortal Basically the whole community, which has been criticized by players, streamers and content creators and even other companies, seems to be Blizzard’s new “free to play” was a success. And that’s his aggressive micropayment model It seems to have generated more than $ 20 million in the first two weeks of availabilitywith a trend that aims to continue at the moment.

Although more impressive is the fact that the game has reached these numbers a community of players that barely exceeds 8 million downloads between Android and iOS mobile platforms (The exact number of PC players is unknown) and is already Blizzard’s second largest source of revenue on the mobile field, behind veteran Hearthstone alone.

According to data shared by Appmagic, the distribution of this income is also quite interesting to locate 43% of the company’s $ 24 million profit in the United States alonefollowed by South Korea with 23%, down 8% for Japan, followed by 6% in Germany, 3% in Canada and the rest divided into smaller numbers for the rest of the markets across the three continents, obviously ignoring those European territories that banned its launch.

And it’s because while Diablo Immortal already boasts a score of 6 out of 10 in the media, users punish the game with only 0.2 out of 10 on Metacritic, which is the worst remark the game has ever seen on this media as a great developer. it seems that both mobile applications form a ground and remain above 4 out of 5 on both platforms.

In fact, leaving aside this unfair system of microtransactions, which we could directly describe as “Pay to Win”, the truth is that Not even Diablo Immortal is a bad game, offering an experience quite similar to that of Diablo 3. However, negative remarks are given to him because practically forcing players to have to pay to increase their strength and get some of the legendary items because the drop rate seems too low to complete the content of the season with just hours of play.

Source: Muy Computer

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