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The story
The used-game trade-in price for the new PS5 action title “Marvel’s Wolverine” has become a hot topic on 5ch after dropping to just ¥1,300 only a short time after release. Thread posters cited figures of a $305 million development budget and six years of development time, drawing attention to the gap between the game’s blockbuster scale and how quickly its resale value collapsed. At the same time, comparisons were drawn to other titles released around the same period — “Monster Hunter Wilds,” also trading in at ¥1,300, and “Final Fantasy XVI,” even lower at ¥500 — splitting opinion on whether this is a trend affecting big-budget games in general or a problem specific to this title. Some commenters pointed to a lack of content volume, while others argued that a falling trade-in price and actual sales figures are two separate issues.
What people said
It's still got further to fall.
That's right.
It cost $305 million and took six years to make.
It's genuinely one of the biggest AAA titles in the world.
What rank is it even at right now?
Once they go disc-less, I'm never buying a Sony game on release day again.
Sony needs to own up to being a bad-game maker — they're strangling themselves and don't even realize it.
Throw your life away.
Drop it to ¥100.
Whether it actually sells is another story.
For this title, the people who bought the physical disc version made the right call.
I hope the publisher actually learns this lesson for next time.
It's simply that there were a lot of buyers but few people willing to buy a cheap used copy, so the trade-in price drops.
Lots of people who bought it were satisfied and done, or just thought it was boring, so they sold it off; others weren't interested at all. There were just buyers who sold it back fast enough to tank the price that much (good thing I didn't buy it). That's all it is.
Your comment is off the mark.
Correction:
✗ "there were a lot of buyers"
✓ should be "most of the buyers sold it off"
My mistake.
Wilds: ¥1,300
Wolverine: ¥1,300
Give it time and it'll probably drop to like ¥500.
World and Rise both opened steady at 2 million units and didn't see this kind of price collapse.
For it to be in this sorry state with only around 800,000 copies sold is pretty pathetic.
The PS5 as a whole just isn't selling.
The game (meaning Wolverine)
Honestly, I'm convinced this developer would've made it boring no matter which character they used.
Barely any ranged attacks, exploration, or customization to speak of.
The whole concept was flawed from the start.
And even the visuals had rough spots dragging it down — things like the water effects, or characters clipping into the ground.
Background and Points of Debate
The trade-in price of a used game tends to crash quickly right after release, as buyers who bought it rush to resell all at once — and that doesn’t necessarily correlate directly with how many copies actually sold. In the thread, opinion was divided less over the bare fact that Wolverine’s trade-in price sits at ¥1,300, and more over how to interpret the context behind it. Posts repeatedly cited a development scale of six years and $305 million, but this figure is an unverified number that has circulated on 2ch/5ch and has not been confirmed as an official announcement. Likewise, claims such as “90% of sales were digital” or “only 30–40% of Japan’s 7 million PS5 owners are actually active” are nothing more than unsubstantiated personal speculation with no sources given. The thread’s central disagreement split into two camps: one blaming the game’s content itself (a roughly 10-hour, linear experience with thin volume), and the other treating it as a symptom of a broader market structure where big-budget titles’ trade-in prices collapse right after launch — neither view comes with definitive supporting evidence. Readers should be careful not to judge a game’s sales or quality from its trade-in price alone.
*This article is compiled as an excerpt and summary of the 5ch (Hardware/Industry [Geha]) thread “[Sad News] Wolverine Trade-In Price ¥1,300.”

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