They didn't have to raise prices anyway, because games aren't like 99,99% of other products. The main costs of those other products are variable - if you produce 10x as much your costs will be 10x as high (scaling effects aside). A (digital) game has like 100% fixed costs - your cost isn't rising, no matter if you sell 10 or 10 million. Thus the price of those other products absolutely has to rise with inflation, otherwise the profit of the can of beans you sell will get turned into a loss due to materials, wages, machines, transport, etc getting higher every year.
This isn't what happens in games, instead the big guys at the top raise the budget for the next game, because the profits of their past ones allows them to do that and higher budget = higher projected sales = higher profit. They then point to those budgets to justify higher game prices and other money extraction methods like subs, micro transactions, dlc, etc. This leaves less money for the rest leading to more market concentration. Then they repeat.
It's no coincidence that the first one to raise the price to $70 was the company with the most profitable game of all time. No flopped game is ever saved by $70, the problem wasn't/isn't the money in the market it's how this money is split.