NetEase's Marvel Rivals has achieved a remarkable feat, significantly outpacing Sony and Firewalk Studios' Concord in beta player numbers. The difference is dramatic.
Marvel Rivals' Beta Player Count Far Exceeds Concord
A Massive Disparity: 50,000 vs. 2,000
Within just two days of its beta launch, Marvel Rivals boasted over 50,000 concurrent players, dwarfing Concord's peak of 2,388. This substantial lead continues to grow, raising serious questions about Concord's prospects, particularly with its official release fast approaching on August 23rd. As of July 25th, Marvel Rivals reached a peak of 52,671 concurrent players on Steam alone; the actual number is likely higher considering players on other platforms.
Marvel Rivals Flourishes While Concord Faces Challenges
Even after its closed and open beta phases, Concord continues to struggle, lagging behind many indie titles on Steam's wishlist charts. This low ranking reflects the less-than-enthusiastic reception of its beta tests. In stark contrast, Marvel Rivals enjoys a prominent position in the top 14, alongside major titles like Dune: Awakening and Sid Meier's Civilization VII.
Concord's struggles are further compounded by its $40 early access price tag, excluding many potential players. While PS Plus subscribers received free access, the subscription cost acts as a barrier. The open beta, while free, only managed to add a thousand players to the peak count.
Marvel Rivals, conversely, is free-to-play, significantly widening its accessibility. While its closed beta required sign-up, access was readily granted.
The competitive hero shooter market is fiercely contested, and Concord's pricing strategy might have inadvertently driven players towards more accessible alternatives.
Many gamers express skepticism towards Concord, citing its failure to distinguish itself in a crowded market. Unlike Marvel Rivals, which benefits from a recognizable IP, Concord lacks a strong, unique identity. Although its "Overwatch meets Guardians of the Galaxy" aesthetic initially drew attention, it failed to capture the charm of either franchise.
While successful live-service shooters like Apex Legends and Valorant demonstrate that brand recognition isn't always crucial, Suicide Squad: Kill the Justice League's performance (peaking at 13,459 players) highlights that a strong IP is no guarantee of success.
Although comparing the two games might seem unfair given Marvel's established IP, both being hero shooters reveals the intense competition Concord faces.