Gravity Rush 2 Tops Japan Sales Chart During Release Week
Gravity Rush 2
(Last Updated On: January 25, 2017)

The Media Create sales figures for the week ending on January 22nd, 2017 are in. The stats show the top 20 software sales in Japan, giving gamers an idea of how many copies of certain games are moving across store shelves.

Gaming Conviction rolled out the chart, noting that Gravity Rush 2, gravity-defying adventure starring Kat and Raven, was number one, moving 74,361 copies. That roughly translates to $4.4 million in USD revenue. Depending on the design of the game and how much production costs (the team was pretty small by the way) depends on how much that goes into recouping the investment.

One way that they managed to dodge a bullet when it comes to expenses is with the voice acting… they made up their own language and only had one group of voice actors as opposed to paying voice talents in different regions to speak for the characters.

We’ll find out how well Gravity Rush 2 sold in America when the January NPD charts are released in February. The game is definitely a niche title, so don’t expect huge numbers. It’s also a big departure from many typical AAA games on the market by focusing its core appeal on inventive gameplay, so it may gain sleeper hit status as it continues to mature its shelf life on the market.

Following behind Gravity Rush 2 on PS4 are a number of other games, mostly PS4 and 3DS releases, such as Kingdom Hearts HD 2.8, Pokemon Sun & Moon and Valkyria Revolution.

Nintendo still has quite a few games within the top 10, and surprisingly Sony’s PS Vita managed to grab two spots out of the 10 best selling games of the previous week. It’s also funny to see Grand Theft Auto V still on the list, along with the Wii U edition of Minecraft. For one, it’s embarrassing that a game as old as GTA V is still making it on the top weekly charts, and it’s also weird that people are still buying games for the Wii U. You can check out the full chart of the top 20 best selling games of the past week in Japan below.

  1. [PS4] Gravity Rush 2 (SIE, 01/19/17) – 74,361 (New)
  2. [3DS] Poochy & Yoshi’s Woolly World (Nintendo, 01/19/17) – 39,555 (New)
  3. [PS4] Valkyria Revolution (Sega, 01/19/17) – 38,197 (New)
  4. [PS4] Kingdom Hearts HD 2.8: Final Chapter Prologue (Square Enix, 01/12/17) – 22,758 (160,555)
  5. [3DS] Pokemon Sun / Pokemon Moon (Nintendo, 11/18/16) – 21,036 (3,092,277)
  6. [3DS] Yo-kai Watch 3: Sukiyaki (Level-5, 12/15/16) – 20,831 (629,229)
  7. [PSV] Valkyria Revolution (Sega, 01/19/17) – 18,219 (New)
  8. [PSV] Danganronpa V3: Killing Harmony (Spike Chunsoft, 01/12/17) – 15,943 (92,110)
  9. [3DS] Super Mario Maker for Nintendo 3DS (Nintendo, 12/01/16) – 14,285 (928,969)
  10. [3DS] Momotaro Dentetsu 2017: Tachiagare Nippon! (Nintendo, 12/22/16) – 8,638 (269,727)
  11. [PS4] Danganronpa V3: Killing Harmony (Spike Chunsoft, 01/12/17) – 7,955 (47,961)
  12. [PS4] Grand Theft Auto V (Low Price Version) (10/08/15) – 7,456 (252,874)
  13. [PSV] Minecraft: PlayStation Vita Edition (SIE, 03/19/15) – 6,824 (1,090,208)
  14. [PS4] Final Fantasy XV (Limited and Bundled Editions Included) (Square Enix, 11/29/16) – 5,859 (923,632)
  15. [3DS] Animal Crossing: New Leaf – Welcome Amiibo (Nintendo, 11/24/16) – 5,033 (112,797)
  16. [3DS] Miitopia (Nintendo, 12/08/16) – 4,775 (156,947)
  17. [PSV] Hana Oboro: Sengoku-den Ranki (Idea Factory, 01/19/17) – 4,522 (New)
  18. [Wii U] Minecraft: Wii U Edition (Mojang, 06/23/16) – 3,732 (279,716)
  19. [PS4] Battlefield 1 (EA, 10/21/16) – 3,432 (252,485)
  20. [PS4] Watch Dogs 2 (Ubisoft, 12/01/16) – 3,037 (105,648)

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Billy has been rustling Jimmies for years covering video games, technology and digital trends within the electronics entertainment space. The GJP cried and their tears became his milkshake. Need to get in touch? Try the Contact Page.

  • Disqusted

    Yeah, on Famitsu’s final Gravity Rush 2 stream, which happened around the first day of release, I think they said the Japanese version of the game was already sold out on Amazon.

  • Sevuz

    I heard the gameplay is fun, but the story telling is awful and side quests boring as hell :/

    • The main story mode is fairly linear and they usually have you doing very specific things with limited leeway. The side quests give you a bit more freedom, but they’re only as fun as the mechanics make them.

      I can easily see why a game like this could be polarizing. Not really my thing, but I really did love their creative use of the environments. They really gave the cities their own identity.

      • Sevuz

        Yeah they have a lot of good ideas in the game. But from the sound of it, it would seem that their story writing needs more time on the school bench and gameplay a little adjustment. I think it could be a game I would maybe pick up if it comes on sale.

    • Disqusted

      I watched a friend stream most of the game. A lot of it looked like “go from point A to B and find something/talk to an NPC, then fight a few Nevi”. There were a ton of times where the game makes you fight, when it’s already predetermined that you won or lost, regardless of how you play. I hate that. I mean, what’s the point of playing, then?

      You also start out with arguably the best outfit (tanktop), but have to go online and earn points to unlock it. From what my friend said, it sounded like they created a bunch of incentives to go online and “help other players”.

      The visuals look nice, but I really get the impression that the developers just threw in whatever they felt like doing, without really caring what was actually fun or interesting for the player.

      They don’t really cover any of the important events of the series, or mysteries surrounding the characters, until the very end, where it’s done through painful-looking block puzzle platforming, and flashbacks that are supposed to be Kat’s memories, yet show stuff she obviously wasn’t present for. The big revelation part is so shoddy that my friend even said something like, “it felt like they ran out of money at the end”. I thought it was more like they just didn’t care.

      I heard it’s the same developers that worked on the SIREN series. At this point, I’d really prefer they went back to that instead.

      • Sevuz

        Thanks for the info. Doesn’t sound like a game I should waste my time and money on.

        • Disqusted

          I think if you really like flying around and time attack stuff, then maybe it’s worth a try. It kinda reminded me of Mirror’s Edge, in a way. The story in that game was a mess, too.

          • Sevuz

            The old one of the new boring one?

          • Disqusted

            The original. I haven’t tried the new boring one. I guess maybe try the Gravity Rush 2 demo and see what you think. Just be warned you don’t gain the new power modes until around halfway through the actual game. And the beginner and advanced courses show totally different things.

          • Disqusted

            That friend just told me they wouldn’t recommend Gravity Rush 2 because it’s clearly not for everybody, and they’d even recommend the first game over it, because it has more good challenges, whereas Gravity Rush 2’s challenges don’t give a feeling of accomplishment.

            They also said the level up system in the original was better, where power increases were obviously noticeable. Attacks in the sequel do the same damage throughout, you just get the ability to do more attacks in a row.

            From what I played and saw of the original, it looked like you get access to time attack challenges straight off the bat in the original, too.

          • Sevuz

            GR2 sounds really bad xD

          • Disqusted

            That’s probably because I didn’t say much about the good parts. I have a habit of focusing on negatives, so sorry about that.

            Visually, it’s very impressive. Kat has a ton of outfits. It’s a high-quality product, for sure. The environments are very detailed. But I personally felt like, while the cities look like living and breathing places, you can’t really interact with it like a living, breathing person. That’s just something I’d personally like to be able to do, though.

            I also personally don’t like being an errand boy in games, so that’s one reason why Gravity Rush turns me off.

            Near the end, my friend realized you can collect items to furnish Kat’s home. Not sure how deep that goes, but I appreciate that sort of feature.

            Some of the side quests looked funny. Collect and throw people into a zone. There was one about throwing a dog frisbee into designated zones that looked like the worst thing ever. If you didn’t get it within the zone, the dog would dislike it and lose happiness meter.

          • Sevuz

            Hehe. Yeah I guess the game is 7/10 and maybe is worth getting on sale a year later… unless the industry bless us with a load of awesome new games that is not broken at launch and takes 3-5 month to be fixed 😛

          • It does remind me a little bit of Mirror’s Edge. I was actually kind of shocked they didn’t quite have players doing crazy platforming to really take advantage of the gravity mechanics.

          • Disqusted

            Yeah. I think the combat also feels tacked on like the combat in Mirror’s Edge. I get the feeling that if you’re playing Gravity Rush for the gravity stuff, you probably aren’t really interested in the combat, and vice versa.

            Same with Mirror’s Edge. People who just wanna parkour and time attack, probably don’t want to go through story with guns blazing, and taking random bullets in the back.

          • Very good points. I felt the same way about the game. It seemed like the story was tripping over itself to inhibit the gameplay at times. It also seemed like the combat wasn’t quite as in-depth as it should have been for it to be such a reliant feature in the game. I actually thought ME1 gave you some decent depth to the combat, it was just clunky. MEC… well, I could write a whole book about what went wrong there.

            Gravity Rush 2 did seem like maybe they were rushing to get to the end in some ways, and it did feel as if there were a lot of limitations put into place compared to what it seemed like they could have accomplished with the core design mechanics.

          • Disqusted

            It’s kinda hilariously sad how MEC was such a predictably obvious fail from the moment they announced it. Right off the bat, you could tell they were utterly ignorant of what most people loved about the original, what made the original special, and then they doubled-down on that.

            Gravity Rush 1 to 2 is sort of interesting, because 1 was likely more barebones due to limitations of the platform. With the power of the PS4, they probably got carried away going overboard with story/visual stuff, instead of focusing more on the gameplay.

          • Something else I’ve considered briefly: I believe the feel of satisfying motion is largely about how well weight and gravity is used. Gravity Rush may fundamentally be hampered by a lack of that.

            I think in GR2’s case it’s definitely about the lack of implementing scenarios where players could take advantage of certain motion and gravity effects.

            They never had a segment in the story where you ran across the vehicles flying in the air, platforming from one to the next and getting a sense of the height, the speed of the vehicles and the weight of Kat on those vehicles. They also didn’t take advantage of having Kat walk on the underside of platforms and go on crazy gravity-oriented platforming challenges. A lot of the challenges were kind of mundane or basic.

            They never capitalized on the gravity field that Kat could use — and this ties into what you were saying about the weight and motion. Kat never had the opportunity to stop or throw very large objects, so you never got to grasp the full potential of how strong her gravity powers were or how much damage could be caused. It’s funny but that was one of the narrative themes in Star Wars: Force Unleashed.

            In that game the gravity/Force effects weren’t implemented all that well and everything felt shallow and restrictive but force, the acceleration of mass, and the physical results of collisions were some of the core design concepts that they were working with based on the Euphoria Engine. Gravity Rush 2 seemed like it was a missed opportunity to include more of those kind of segments given that the engine already supported those features.