Marvel’s Wolverine: 35% of Sales Remain on Disc as Sony Presses Ahead With Physical Media Phase-Out
Despite Sony's controversial plan to phase out physical discs for PlayStation by 2028, new retail data reveals that 35% of Marvel's Wolverine sales came...
Despite Sony’s controversial plan to phase out physical discs for PlayStation by 2028, new retail data reveals that 35% of Marvel’s Wolverine sales came on disc, underscoring the continued appetite for physical media among console gamers. The figures come from Ampere Analysis, which tracks sales across major markets globally, and were reported via The Game Business.
The numbers suggest a more nuanced picture than Sony’s digital-first strategy might imply. According to Ampere, Wolverine shifted 2.16 million units in September alone after launching on September 15, with a substantial share of those sales landing on physical media. Regional breakdowns reveal stark contrasts: in Europe, 51% of Wolverine sales came from the boxed version, while France leaned even heavier toward discs at more than two thirds. The UK told a different story entirely, where roughly two thirds of purchases were digital.
A Backlash to Sony’s Disc Exit
The data arrives in the wake of Sony’s announcement that it will phase out physical disc production for PlayStation by 2028, a move that ignited significant online backlash and prompted calls for a reversal from organizations campaigning to preserve physical media. Critics argue that abandoning discs threatens long-term access to games as digital storefronts eventually shut down.
“If platform owners are deciding to eliminate physical media and older digital storefronts, then we’d also like to see trade groups like the Entertainment Software Association offer meaningful solutions for archives and museums to legally preserve digital-only content and make it accessible for research.”
Video Game History Foundation
The controversy has drawn attention from industry veterans as well. Earlier this month, former PlayStation boss Shawn Layden questioned Sony’s decision, highlighting the collectors and preservationists who form a loyal segment of the fanbase.
“I do think, particularly in the gaming realm, maybe 80% of the people download and 20% don’t… but that’s a super important 20%. I mean, that is largely the most faithful of the faithful, that is, many times, the people who buy two copies of every game, one never gets out of the shrink wrap, and you play the other one.”
Shawn Layden, former PlayStation executive
Sony Stands Firm on Digital-Only Future
There is no indication that Sony will reverse course. In July, the company acknowledged “strong views” from the video game community on the issue but insisted it would not budge. The digital pivot extends beyond Wolverine: this year’s biggest release has no physical version at all. There are no plans for a disc version of GTA 6, and even its special edition contains a code inside an otherwise empty box.
Within the broader September sales landscape, Insomniac Games’ brutal superhero title was the second best-seller on PS5, beaten only by EA Sports FC 27. EA’s soccer game sold close to 5 million copies on PS5 and 1.65 million on Xbox, reflecting the wider install base between the two consoles.
When PC is factored in, How to Fish and Wardogs both outperformed Wolverine. Wardogs closed in on nearly 3 million sales, propelled by strong word of mouth and viral social media clips showcasing its combat sandbox. Only EA Sports FC 27 on PS5 outsold the Bulkhead- and Team 17-published shooter during September.
A Slower Month for Other Titles
Many other games were off to a much slower start in September. Ampere’s data shows 305,000 sales on PS5 for Control: Resonant and 291,000 for Silent Hill: Townfall. The Blood of Dawnwalker, the debut RPG from a team of former Witcher developers at Rebel Wolves, fared notably better, boasting 1.8 million sales across all platforms.
The figures will likely intensify debate over Sony’s strategy as it moves toward its disc-free horizon. While digital distribution continues to dominate overall consumption, the physical share for blockbuster titles like Wolverine demonstrates that a meaningful minority of players remain committed to owning their games in boxed form—a segment Sony has chosen not to serve.
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