The “PS5 Barrier”: Capcom President Blames High Console Price for Monster Hunter Wilds’ Stalling Sales
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In a candid and revealing statement that has sparked a heated debate within the gaming industry, Capcom president Haruhiro Tsujimoto has attributed the recent slowdown in sales of the company’s latest blockbuster, Monster Hunter Wilds, to the high cost of the PlayStation 5. In a recent interview with Japanese financial outlet Nikkei, Tsujimoto stated that while the game had a record-breaking launch—selling 8 million copies in its first three days and surpassing 10 million in its first month—its sales momentum has since softened considerably. The reason, according to the executive, is an “unexpectedly large” barrier to entry posed by the PS5’s price. When factoring in the cost of the console, a $70 game, and monthly subscriptions, the total price for a new gamer can be a “significant hurdle,” especially for younger players. This statement, which comes after Sony’s recent price hikes for the PS5, is a major point of contention and has led many to question the long-term viability of the current console generation’s business model.
The numbers behind this claim are stark. After its explosive launch in February 2025, which made it the fastest-selling title in Capcom’s history, Monster Hunter Wilds‘ sales fell off a cliff in the following quarter, selling only 477,000 units between April 1 and June 30. This is a dramatic drop for a game that was expected to have “long legs,” similar to its predecessor, Monster Hunter: World. Tsujimoto noted that the PS5, which was considered the “main platform” for the game’s launch, currently costs around 80,000 yen in Japan (approximately $538), with the total cost for a new gamer reaching over 100,000 yen ($672). He contrasted this with the success of the new Nintendo Switch 2, which launched at a lower price point and had a “better than expected” response, reaffirming the high “cost-consciousness” of modern consumers. While some in the community have been quick to point out that the game’s mixed reviews, poor PC performance, and lack of endgame content are more likely to blame for the sales drop, Tsujimoto’s comments are a powerful reminder that the cost of entry is a major factor in a game’s long-term commercial success.
The SEO of a Blame Game: High-Value Keywords for a Massively Engaged Audience
The conversation around this statement is a powerful driver of search traffic, as it taps into a high degree of user interest and a sense of shared frustration. The combination of a high-profile game, a controversial statement from a major executive, and a long-standing debate about console pricing makes this an essential topic to cover. The core of this story is a high-intent search query: “did Monster Hunter Wilds sales drop?”
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A Glimmer of Hope and a Promise of a New Strategy
While Tsujimoto’s comments may seem to deflect blame from the game’s internal issues, they do highlight a very real problem in the gaming industry: the ever-increasing cost of entry for new players. For a franchise like Monster Hunter, which is known for its massive, dedicated fanbase, a high barrier to entry can be a major hurdle to its long-term success. However, Tsujimoto did state that Capcom is “currently formulating a strategy” to “boost sales” of Monster Hunter Wilds throughout the rest of the year. This could include sales, bundles, or new content updates that are designed to bring in new players. The game is still far from a commercial flop, and its massive initial sales are a testament to the power of the franchise. The journey has only just begun, and for many, the new game is a sign that the golden age of the series is not a thing of the past but a reality in the present.
The console wars may have a new front, and for many, the new game is a sign that the series is ready to take on a whole new kind of a journey.
The game is available on PlayStation 5, Xbox Series X/S, and PC.
Disclaimer: This article is based on information from an interview with Capcom president Haruhiro Tsujimoto and is subject to change. The experience is subjective and may vary from player to player.