Instruct: Given a question, retrieve relevant documents that can help answer the question.
Query: How many copies of Destiny 2 were sold?
Destiny 2 received "generally favorable" reviews, according to review aggregator Metacritic.[58][59][60] Some reviewers labeled the game as Destiny 1.5 due to its many similarities to the original Destiny, but praise was given to improvements made over its predecessor.[61][3] Destiny 2 sold 50,263 copies on PlayStation 4 within its first week on sale in Japan, which placed it at number one on the weekly sales charts.[69] The weekend consisting of September 23, Destiny 2 took the number 1 spot on the UK sales chart.[70] Destiny 2 was also the second highest-grossing console game of 2017 in North America (behind Call of Duty: WWII), and was also Activision's biggest PC release based on units sold.[71] Digital downloads for Destiny 2 account for more than half of the total sales of the game.[72][73]
Including Kickstarter backers, "Shovel Knight" sold 180,000 copies within a month of the North American launch. 49,000 copies were sold on Wii U, 59,000 were sold on 3DS, and 66,000 were sold on Steam. By December 4, 2014, it had sold more than 300,000 copies across all platforms. As of June 30, 2015, the game had sold more than 700,000 copies. The game had sold 1.5 million copies by December 14, 2016. Yacht Club Games revealed in April 2018 that Shovel Knight: Treasure Trove had sold 2 million copies.
"Talkin' 2 Myself" is Hamasaki's second single of 2007. It debuted at #1 on the daily charts with 26,267 copies sold in its first day. A week later it also debuted at #1 on the weekly charts with over 70,325 copies sold. This is Hamasaki's 17th consecutive #1 single and 29th #1 single. "Talkin' 2 Myself" sold 39,840 fewer copies than "Glitter / Fated" during its first week of sales, although Oricon stated that more people actually considered buying this single. This is Hamasaki's lowest first week sales for an original single since the release of "Love (Destiny)" in 1999, which sold 70,540 copies during its first week. However, "talkin' 2 myself" still managed to outsell the #2 single ("Shine / Ride On" by TVXQ) by 36,634 copies. "talkin' 2 myself" stayed on the top 30 Oricon chart for four weeks.
Volume 1 reached the 35th place on the weekly Oricon manga chart and, as of December 2, 2012, has sold 25,522 copies; volume 2 reached the 41st place and, as of December 30, 2012, has sold 27,923 copies; volume 5 reached the 16th place and, as of October 6, 2013, has sold 71,993 copies; volume 6 reached the 11th place and, as of February 2, 2014, has sold 76,972 copies; volume 7 reached the 12th place and, as of April 6, 2014, has sold 92,459 copies; volume 8 reached the 20th place and, as of August 3, 2014, has sold 76,089 copies; volume 9 reached the 26th place and, as of October 5, 2014, has sold 73,490 copies; volume 11 reached the 17th place and, as of April 5, 2015, had sold 81,481 copies.
The day it was released, Watch Dogs sold the most copies of any Ubisoft title in a 24-hour period.[70] It was the best-selling new IP ever in the United Kingdom in its first week (beating Assassin's Creed III's record by more than 17 percent), and was the seventeenth-largest game launch of all time in the UK. Most sales were for PlayStation 4, whose hardware sales increased by 94 percent because of Watch Dogs.[71] After the first week, four million copies of the game had been sold.[72] Watch Dogs sold 63,000 copies of the PlayStation 4 version and 31,000 for PlayStation 3 in its Japanese debut.[73] By July 2014, the game had sold over eight million copies.[74] It was the biggest video-game launch of the year in Britain until Destiny was released in September, and the third-bestselling game during the second week of that month.[75] Nine million copies had been shipped worldwide in October, two-thirds of which were for the PC, PlayStation 4, and Xbox One.[76] According to Ubisoft's sales figures, Watch Dogs had sold ten million copies by the fiscal quarter ending December 31, 2014.[77]
The series has generally sold well during its lifetime. The series' strongest sales base has been Japan: in 2007, sales distribution was 87% in Japan, 8% in North America, 3% in Europe and 2% in mainland Asia. The best-selling titles of the series at the time were "Symphonia" (953,000 copies for the GameCube, 486,000 for PlayStation 2), "Destiny" (1.1 million copies for PlayStation), "Xillia" (1 million copies for PlayStation 3) and "Destiny 2" (977,000 copies for PlayStation 2). The sales data did not include mobile and online games. The success of entries has also been linked with the consoles they are released on: "Vesperia"s release on the Xbox 360 caused the console to sell out for the first time in Japan, while Namco decided to release "Zestiria" on the PlayStation 3 due to the low sales prospects for next-gen consoles in their target audience. As of December 2013, the series has shipped 16 million units worldwide across 100 different countries.
Upon release, Destiny 2 received generally favorable reviews from critics. The game received praise for its many improvements over its predecessor. The original Destiny received much criticism for its story, but Destiny 2 was praised as having a "more robust story" and an actual fleshed out villain.[3][4] As with the original, gameplay for the most part was also highly praised. Reviews were split on the recategorization of the weapons and the newer activities like the Adventures and Lost Sectors, but praise was unanimous on the exploration of the game world. Changes to PvP were welcomed by some reviewers, though others were critical for the mode lacking player choice. Destiny 2 was nominated for and won various awards, such as at The Game Awards 2017 and Game Critics Awards.
Volume 1 has sold 139,657 copies as of April 28, 2013; volume 2 has sold 176,682 copies as of June 16, 2013; volume 3 has sold 238,590 copies as of August 18, 2013, volume 4 has sold 252,975 copies, as of September 22, 2013; volume 5 has sold 271,570 copies as of December 22, 2013; volume 6 has sold 277,726 copies as of February 23, 2014; and volume 7 has sold 279,364 copies as of April 20, 2014. As of May 2, 2018, it was revealed that the manga had 14 million copies in print.
"Survivor", entered the "Billboard" albums chart at number one with the highest first-week sales figures (more than 663,275) of any female group in the SoundScan era and the highest first-week sales figures of any album in Columbia Records' history. It remained atop the chart in its second week with a 49% decline to 358,959, pushing the albums sales past the one million mark after only 2 weeks in stores and remains the longest run atop the chart for Destiny's Child. In its third week "Survivor" slipped to number 3 scanning 221,884 and held the same position in its fourth frame with 175,237 copies sold. In its fifth week the album climbed one spot to No.2 with 169,487 scans. "Survivor" spent its first thirteen weeks in the top 10 of the "Billboard" 200 (2 more than "The Writing's on the Wall") and by the end of 2001 had sold 3,718,446 copies in the US and ranked as the seventh best-selling album of the year, the second year in a row that the group had made the top ten best-sellers list.
On the Australian ARIA Albums Chart, "Destiny Fulfilled" debuted at number 11 on November 28, 2004, a position which later became its peak. Spending a total of 31 weeks through 2004 and 2005 ascending and descending the chart, the album was certified Platinum by the Australian Recording Industry Association (ARIA) for shipment of 70,000 copies in that region. In New Zealand, "Destiny Fulfilled" peaked at number 21 on April 25, 2005 and the Recorded Music NZ (RMNZ) awarded it with a gold certification for 7,500 copies sold. In Japan, the album debuted and peaked at number four on the Oricon chart due to the success of "Lose My Breath" which reached number one on the singles chart there. The album has sold over 625,000 copies there and was certified double Platinum by Oricon making it Destiny's Child's biggest success there to date. It won in the category Rock/Pop Album of the Year International at the 19th Japan Gold Disc Award in 2005 organized by the Recording Industry Association of Japan (RIAJ). "Destiny Fulfilled" was named the eighth best-selling album of 2004 worldwide by the International Federation of the Phonographic Industry (IFPI).
A children's edition of the memoir was published in 2014 under the title "I Am Malala: How One Girl Stood Up for Education and Changed the World". According to "Publishers Weekly", in 2017 the book had sold almost 2 million copies, and there were 750,000 copies of the children's edition in print.
"Destiny 2" was announced in February 2002 at a special conference about future developments and games for the platform. It was the first "Tales" title to receive a numbered designation in Japan. As with previous "Tales" games, it featured a characteristic genre name: . To promote the game, Namco created a themed PlayStation 2 memory card. In addition, a special competition was organized where the top-tier prizes were copies of the script books for "Destiny 2" autographed by the main characters' voice actors. As a pre-order bonus, a special limited edition DVD featuring interviews with the voice cast was created. In addition, a downloadable ring tone based on the theme song and screen displays featuring the main characters was created for mobile phones of the time and released in 2003. The game was released on November 28, 2002 in Japan. It was celebrated with an official launch event, featuring interviews with the production staff and cast. "Destiny 2" would be the last "Tales" game developed by Wolfteam prior to its acquisition by Namco in 2003 and rebranding as Namco Tales Studio.
"Club Drive" received mixed to negative reception when it was released. As of April 1, 1995, "Club Drive" sold nearly 14.000 copies though it is unknown how many were sold in total during its lifetime.
During its first week of release in Japan, "Final Fantasy XIII-2" sold 524,000 copies, and the PlayStation 3 version was the highest-selling game for the system. The Xbox 360 version only reached 48th. Although high, initial sales were notably lower than what they were for the game's predecessor, which sold 1.5 million units in its first week. By the end of the year, the game had sold over 697,000 units, and was the fifth-best selling game of 2011 in Japan. It was just below four handheld video games, making it the highest-selling home console game in Japan that year. It finished 2012 with over 840,000 copies sold in Japan. In the United States, the game placed as the second-best selling game of February 2012, just below "". In the United Kingdom, "Final Fantasy XIII-2" was the best-selling game of February 2012. By January 2013, "Final Fantasy XIII-2" had sold 3.1 million copies worldwide, almost half of the 7 million copies its predecessor sold. It would ship an additional 200,000 to 400,000 copies according to Square Enix press releases. Its Steam release sold over 330,000 copies by early 2016. To October 15, 2017 has sold a total of 3.7 million copies.
In its second week on the "Billboard" 200, "How I Got Over" dropped to number 17 and sold 21,000 copies. It fell to number 25 on the chart and sold 14,000 copies in its third week. By November 3, 2010, the album had sold 151,000 copies in the US.
Although the game was well-received from many game critics, the commercial success lacked. "Klonoa 2: Lunatea's Veil" sold 133,401 copies in Japan during 2001, making it the 85th best-selling game of the year. "Famitsu" reported that the game sold 33,785 copies during its first week of release in that region. "Klonoa 2", along with "Moto GP 4" and "", were expected to sell a combined 900,000 copies during the release quarter, but only managed to sell 290,000 units together. "Lunatea's Veil" was re-released in Japan on June 27, 2002 as part of Sony's "The Best" range of budget titles.
In 1799, he obtained a Spanish land grant for the entire block (2 arpents X 2 arpents, 1 arpent = 192 feet) on which his house currently stands. While the house was being built, Jacques opened a mercantile and sold goods to villagers from his residence just across the street from La Maison de Guibourd. Copies of his merchant's ledger shows what he sold, to whom, how much the items cost and how the items were paid for.
When it was originally released for the Amiga, "Zool 2" received positive reception from critics who praised the graphics, sound department and gameplay, with some considering it as an improvement over the first game. Other ports of the game received similarly positive reception from reviewers, while the Jaguar version received mixed reviews from critics since its release and has sold nearly 11,000 copies as of April 1, 1995, though it is unknown how many were sold in total during its lifetime.
"Dual Destinies" received "generally favorable reviews", according to the review aggregator Metacritic. It debuted at the top of the Japanese video game charts with 250,216 copies sold in its first week. According to Capcom, the projected sales of the game "were basically achieved".
In Europe the album was certified 2× Platinum in recognition of two million albums sold across the continent; its sales have since surpassed the three million mark. The album was certified 2× Platinum in Australia. The IFPI reported that "Survivor" was the 3rd best-selling album worldwide of 2001 with 7.8 million copies sold during the year.
In the United States, the album debuted at number 19 on the "Billboard" 200 for the week ending November 27, 2004 for amassing sales of 61,000 copies prior to a whole tracking week. In its first official week of sales, "Destiny Fulfilled" sold over 497,000 copies, with an increase of 713% compared to its early sales; the album's chart position rocketed to number two on the "Billboard" 200 for the week ending December 4, 2004. In the same week, it debuted at number one on the Top R&B/Hip-Hop Albums chart becoming the group's second chart topper following "Survivor" in 2001. After being removed from the top position for three consecutive weeks, "Destiny Fulfilled" returned to number one for the week ending January 1, 2005. On January 14, 2005 it was certified triple Platinum by the Recording Industry Association of America (RIAA) for shipment of 3,000,000 copies. It emerged as the seventh best-selling album and third best-selling R&B album in 2005. As of October 2009, the album has sold 3.1 million copies in the US according to Nielsen SoundScan. It was ranked at number 133 on the decade-end chart of the best-selling albums in that country for the period between 2000 and 2009. The album peaked at number 3 on the Canadian Albums Chart and was awarded Platinum certification by Music Canada selling 100,000 copies.
"Destiny" sold 91,277 physical retail copies for PlayStation 4 and 49,503 retail copies for PlayStation 3 within the first week of release in Japan, placing second and third place respectively within the Japanese software sales charts for that particular week. "Destiny" was the third best-selling retail game in the United States in 2014. On May 6, 2015, Activision Blizzard announced that "Destiny", along with another title from its subsidiary Blizzard Entertainment, "" have generated nearly US$1 billion for the company.
Namco had high expectations for "Destiny 2", anticipating sales of 600,000 units. During its debut week, "Destiny 2" reached the top of Japanese gaming sales charts: according to different sources, it sold between just over 498,000 ("Famitsu") and under 558,000 ("Dengeki") units. For the next three weeks, it remained in second place on the charts behind "Pokémon Ruby" and "Sapphire", accumulating sales of over 603,000. By January 2003, the game had sold over 702,000 units, becoming the eighth best-selling game within that period. The PlayStation 2 version of "Tales of Destiny 2" has shipped 977,000 copies worldwide as of December 2007, being the second most successful title in the series at the time. The PSP version sold 73,000 copies in its first week, ranking second in weekly video games sales. By the following week, it had dropped to #25. By the end of 2007, the game had sold just under 115,000 units, reached 146th place in the five hundred top-selling games of the year. In South Korea, the game reached #10 in the country's gaming sales charts. Worldwide shipments of the port as recorded by Namco have reached 129,000 units.
By 1992, over 500,000 copies of the Fun School Range products were sold. By 1993, over 650,000 Fun School packages had been sold. When Fun School 5 was released, over 800,000 Fun School Packages were sold and becoming an International Bestseller. During the release of "Fun School 6", around 1,500,000 copies of the Fun School Range were sold. When "Fun School 7" was released, 2 million copies of the Fun School Range were sold.
Volumes 1 and 2 sold 594,342 copies , volume 3 sold 236,720 copies , volume 4 sold 267,417 copies , volume 5 sold 400,000 copies , volume 6 sold 216,871 copies , volume 7 sold 208,796 copies , and volume 8 sold 221,971 copies . This adds up to approximately 2,146,117 "tankōbon" copies sold in Japan, .