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Marvel’s Wolverine sells 2.16 million copies on PS5, with 51% of European launch sales going physical

Owen Carter 0 comments 2 min read

Marvel's Wolverine sold 2.16 million copies on PS5 in September, with 51% of European launch sales being physical. See how regional buying habits differ.

Marvel’s Wolverine sells 2.16 million copies on PS5, with 51% of European launch sales going physical
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Physical disc sales remain a significant force in the console gaming market, contrary to the belief that digital distribution has completely taken over. This trend is evident in the launch performance of Marvel's Wolverine on , where physical copies captured a substantial share of initial sales across multiple major regions. Buyers who prefer tangible media should note that disc-based purchases still dominate in key European markets.

Marvel's Wolverine game cover art on PlayStation 5
Marvel's Wolverine launch sales show strong physical media presence in Europe.

Regional data shows physical discs still drive major console game revenue

Insomniac Games developed Marvel's Wolverine for the PlayStation 5 platform, and its release in September highlighted distinct regional buying habits. The game achieved strong commercial success, ranking as the second best-selling PS5 title in the US with approximately 2.16 million copies sold. This performance underscores the continued relevance of physical media for major AAA releases on Sony's console.

Market analysis reveals sharp contrasts in how consumers in different countries acquired the game. Data from GSD shows that 51% of Marvel's Wolverine launch sales in Europe were physical copies. In the UK, the trend reversed, with approximately two-thirds of copies sold through digital channels. France showed an even stronger preference for discs, with more than two-thirds of sales being physical versions.

The US market presented a middle ground, where Ampere data indicates that 35% of launch sales were physical copies. This regional variation suggests that consumer preference for physical media is not uniform globally. Other titles like Silent Hill: Townfall and The Blood of Dawnwalker also showed high physical sales rates, ranging from 30% to over 45%, indicating a broader industry pattern rather than an isolated case for Wolverine.

These figures come from industry analysts Ampere, The Game Business, and GSD, who note that the statistics are unofficial and vary by region. The data highlights that while digital distribution is widespread, physical discs still drive a significant portion of revenue for major console games. Publishers and retailers should monitor these regional differences when planning distribution strategies for future releases.

Source: IXBT

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