The latest entry in the Halo franchise saw player hours fall below that of Halo: Reach in less than six months, despite a larger user base at launch.
Despite a regular release of post-launch downloable content (DLC), playtime for Microsoft’s first-person shooter Halo 4 fell below that of Halo: Reach, five months after release. The information was revealed in a case study posted on Community Unlocked, with statistics drawn from social networking site Raptr.
Halo 4 had established a 92 percent larger userbase than Halo: Reach at launch. Developer 343 Industries released free Halo 4 DLC known collectively as “Spartan Ops” in an episodic format following the game’s release, which was trailed closely by paid DLC.
Statistics reflect that engagement with Halo 4 dropped by approximately 50 percent post-Christmas, and displayed consistent trends throughout the release of the Spartan Ops episodes. However, following the release of a second DLC bundle, the Majestic Map Pack, numbers dropped again.
Halo 4 launched worldwide in November last year to positive critical reception, and generated $220 million in its first day of sale. By comparison, Halo: Reach was released September 2010, and generated $200 million in its first 24 hours of release.
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