Pokémon: Let’s Go, Pikachu! & Let’s Go, Eevee! Have Sold Over 2 Million Units in the US

The newest entries into the Pokémon franchise, Let’s Go, Pikachu! and Let’s Go, Eevee!, released over a month ago in the US now, with both fans and critics responding positively to the game. While many were hesitant of the long-running Nintendo staple taking a risk on releasing a spinoff series, it looks as though the numbers alone justify the dice roll alone.

In a tweet released by Serebii.net, Nintendo states that Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! have sold over 2 million units in the United States alone since launch. Previously, it was reported that the game had sold 1.5 million copies in the United States right after its launch. For comparison’s sake, Pokémon: Sun/Moon sold a combined 3.7 million units in its first two weeks on release.

While many fans will view that number as lower in comparison to previous titles, it is wise to keep in mind the smaller install base of the Nintendo Switch when compared to the Nintendo 3DS when Sun/Moon released, along with this number representing a single country. This number is also released before the holiday sales numbers have come in.

While no word has come in on if the Pokémon Company plans to continue its run of spin-off Let’s Go series, but with string sales in the US early in its life, it might be a safe bet to expect them to. Fans of the traditional Pokémon entries also have a mainline Pokémon RPG to look forward to on the Switch in 2019 as well.

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Pokémon: Let’s Go, Pikachu! & Let’s Go, Eevee Have Combined Sold 1.5 Million Units in US

The new Pokémon Let’s Go series has been out for almost two weeks now, and has received acclaim from both fans and critics alike for its fresh take on the series’ original entries. While mainline Pokémon entries normally are some of Nintendo’s best selling software each year, many questioned how well the spinoff entry would be sell in comparison, but it looks as though those doubts can be be put bed.

According to Serebii.net, Pokémon: Let’s Go, Pikachu! and Let’s Go, Eevee! have sold 1.5 million units in the US alone since their launch on November 2017, 2018. For comparison, last year’s Pokémon Ultra Sun and Ultra Moon on the Nintendo 3DS have sold over 2.2 million units in the US, putting the Let’s Go entries sales at a whopping 68% of Ultra Sun/Moon.

Granted, sales for Pokémon games are usually a bit bloated in a sense, due to at least two versions of the game being sold on release, but nonetheless, the sales for the game have to show that interest for this style of game is there. The Pokémon Company, Game Freak and Nintendo have already confirmed that fans will be receiving the next mainline entry in the series on the Nintendo Switch next year, with the assumed Generation 8 Pokémon accompanying it.

Pokémon Let’s Go, Pikachu! and Let’s Go, Eevee! provide a unique twist on a reimagining of the GameBoy classic, Pokémon Yellow, by most notably including the catching mechanics found in the hit mobile game, Pokémon Go. Pokémon Let’s Go, Pikachu! and Let’s Go, Eevee! are both available now in stores and through the Nintendo eShop, on Nintendo Switch.

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First Impressions – Pokémon: Let’s Go, Pikachu/Eevee!

In 1998, one of the best selling entertainment franchises, Pokémon hit landfall in the United States with their initial two entries Pokémon Red and Blue, and overtook the gaming industry overnight. Fast forward 20 years later, and the long running franchise is still going strong, with a new main-line entry set to hit the Nintendo Switch next year. Until then, Game Freak and the Pokémon Company have given us a nice little treat to hold our hunger over the next year, by releasing Pokémon: Let’s Go, Pikachu and Let’s Go, Eevee, which released on November 16th, 2018! This new project is one that is two fold; serving as a stepping stone of sorts to bridge the gap between Pokémon titles moving from the Nintendo 3DS to the Nintendo Switch, and also bringing in more casual users to the series through the incorporation of Pokémon Go mechanics and integration.

In the five or so hours I played of Pokémon: Let’s Go Pikachu! (both versions are basically identical), I was pleasantly surprised at how at home a lot of the new additions and mechanics felt in the game. At first, like many, I was hesitant on the emphasis put on Pokémon Go mechanics in the game. There are wild Pokémon encounters, but they aren’t battles. You simply catch the Pokémon you find in the wild, the same way you do in Go. You gain experience for your Pokémon in the same way in regards to wild encounters. But I’ll be honest, it doesn’t feel cumbersome or an immersion breaking experience from the original Pokémon feel. You still fight trainers in the traditional, turn based fashion, there are still gym leaders, everything you remember from the original entries of the series is in these games, outside of random wild encounters and how you interact in those situations. In terms of random encounters, when walking in grass, swimming, etc. you will see the actual wild Pokémon and have the ability to miss them. You no longer are forced to trigger a battle between a wild Pokémon if you don’t want to.

To me, that’s a huge plus. Even when I was playing the game when I was younger, random encounters always irritated me to no end. Anytime I would need to get from one area to another and didn’t want to train or deal with battles, you’d be forced to do so. Even when you needed to grind levels for some of your Pokémon in previous entires, you would enter some large grass and just circle areas until you trigger the battle animation. Either one of those just aren’t enjoyable, period. Gamers play games because they’re fun, entertaining and enjoyable; that isn’t fun. To be honest, that’s my favorite quality of life change with these reimagining. It makes me want to go out of my way to now catch Pokémon when I know I’m not forced to do so. Getting to avoid battles and see which Pokémon are available to “battle” is so welcomed, and doesn’t waste the player’s time just to do so.

The two player co-op integration is actually really seamless as well. I roped my fiancée into testing it out with me last night, and while she actually hasn’t played a mainline Pokémon game before (only the Stadium series on Nintendo 64), she seemed to enjoy the simplicity of the catching mechanic and even the two-player battle system. Bringing in a second player was really simple, too. Just pop off the second Joy-Con and by just hitting one of the buttons it will auto-sync with the console and the secondary character pops in. Catching wild Pokémon does seem to scale in difficulty when you are playing two players, which is nice in a way. Many creatures I were catching with simplicity earlier on my own, now were becoming a little tougher to keep in the thrown ball. Another nice touch, is doubling your Pokéballs in co-op as well. Considering Pokéballs are more abundant in this entry comparative to previous ones, due to the way wild Pokémon are handled, it is nice to know that if your second player is new to the mechanic of catching (like my fiancée was), you don’t have to worry as much about your inventory of balls.

While this entry in the series does a lot things that make me truly enjoy my experience with the game, I do have a few gripes with it. Like many, one of the big draws of this game is that it’s touted as the first true Pokémon title designed for a home console (the Stadium series, Coliseum, Gale of Darkness XD, Pokken Tournament, etc. don’t fit the mold of a traditional Pokémon experience), and while it does achieve what it has set out to do, it does come with some hinderances; the biggest being no Pro Controller support. Look, I get it, the Pokémon Company wants you to buy the Pokéball Plus peripheral (I have not purchased it at the time of this writing, but plan on testing it before I write my review on the game). They want you to use the motion controls for the game, and while I have tested the motion controls, and while they are surprisingly tight and responsive, being a somewhat traditional Pokémon experience lends me to want to play in a traditional control scheme. It’s awesome seeing the vibrant colors pop on my Sony Bravia X900E television, but I found myself wanting to play more in handheld for that traditional experience. Considering the official Pro Controller has gyro-aiming functionality built in and is exceptional playing games like Splatoon that utilize it, I just find it odd not including the support for it.

So far, I’m really enjoying my time with the game, and while I want to say I’m surprised that I am, I can’t necessarily say that. The Pokémon Company has all of the resources and financial backing behind it to make this experiment project work. Game Freak and the Pokémon Company have both already stated that next year we will be receiving the next true, main-line, core RPG traditional entry, and with that Generation 8 of Pokémon, but for being a “stop-gap” release, it really shines in a multitude of way. A lot of care and polish has been throw into it, and while nostalgic goggles come on at times when the depth isn’t necessarily there, it’s a title I am enjoying the ride on. Keep an eye out for the full review of the game within the next week or so!

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Pokémon Go Made $73 Million in October, Continues Year to Year Growth

pokemon go

Since its release in 2016, Pokémon Go has continuously been one of the most popular and profitable games in the mobile gaming ecosystem (even arguably in all of gaming), and that success continues to grow year over year.

According to data compiled by Sensor Tower Store Intelligence, the augmented reality game pulled in an $73 million in gross revenue worldwide, between both the Apple Store and Google Play storefronts. This astonishing number estimates to be 67% great YTD compared to October 2017, when the app generated an estimated $43.6 million across all markets.

pokemon go items

Developer and publisher Niantic released a line of ghost-type Pokémon themed items in-game, that players can purchase for their characters to wear (pictured above). Items include multiple shirts, hats and backpacks, featuring popular Pokémon such as Gengar and Drifloon. Purchases of items like these were enough to also place the mobile game at #8 in terms of revenue generated among all apps featured on both store fronts, along with #7 overall for mobile games (one spot greater than Epic Games’ smash hit battle royale game, Fortnite).

In terms of performance in specific markets, the Japanese market slightly ousted the United States in terms of market share spending, at 33.2% and 32.9% respectively. For storefronts, Google Play’s users led the charge with 54% of all spending being generated from them.

Released in July 2016, Pokémon Go lets players catch the massively popular creature throughout the physical world via the power of augmented reality technology. The game has maintained popularity since launch, and continues to gain more positive reviews from fans and critics alike, due to the constant updates to the game over its lifespan. Two spinoff games for the Nintendo Switch, Pokémon Let’s Go Pikachu! & Let’s Go Eevee! are currently being set to release next week, on November 16th, 2018.

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