Indeed. It is Team Ninja's biggest ever Steam launch (300K+ just in the first week!), debuted 2nd place on Japan's charts, and also day one on Game Pass. Huge.Yuss Wo Long
Indeed. It is Team Ninja's biggest ever Steam launch (300K+ just in the first week!), debuted 2nd place on Japan's charts, and also day one on Game Pass. Huge.Yuss Wo Long
Very even. Xbox wins the Americas while PS wins the more eastern front.
This isn't sales.Pretty sure I last read the PS was ahead in NPD too by a million or two ...
This isn't sales.
- Gaming Revenue decline 4% (down 1% CC)
- Xbox content and services up 3% (up 5% CC) due to growth in GP
- Xbox HW down 30% (down 28% CC)
Business Highlights
Revenue in Productivity and Business Processes was $17.5 billion and increased 11% (up 15% in constant currency), with the following business highlights:
· Office Commercial products and cloud services revenue increased 13% (up 17% in constant currency) driven by Office 365 Commercial revenue growth of 14% (up 18% in constant currency)
· Office Consumer products and cloud services revenue increased 1% (up 4% in constant currency) and Microsoft 365 Consumer subscribers grew to 65.4 million
· LinkedIn revenue increased 8% (up 10% in constant currency)
· Dynamics products and cloud services revenue increased 17% (up 21% in constant currency) driven by Dynamics 365 revenue growth of 25% (up 29% in constant currency)
Revenue in Intelligent Cloud was $22.1 billion and increased 16% (up 19% in constant currency), with the following business highlights:
· Server products and cloud services revenue increased 17% (up 21% in constant currency) driven by Azure and other cloud services revenue growth of 27% (up 31% in constant currency)
Revenue in More Personal Computing was $13.3 billion and decreased 9% (down 7% in constant currency), with the following business highlights:
· Windows OEM revenue decreased 28%
· Devices revenue decreased 30% (down 26% in constant currency)
· Windows Commercial products and cloud services revenue increased 14% (up 18% in constant currency)
· Xbox content and services revenue increased 3% (up 5% in constant currency)
· Search and news advertising revenue excluding traffic acquisition costs increased 10% (up 13% in constant currency)
Microsoft returned $9.7 billion to shareholders in the form of share repurchases and dividends in the third quarter of fiscal year 2023.
Click to expand...
Click to expand...
Their non gaming departments are making money hand over fist at least. Can't imagine what the numbers would be like without the Bethesda acquisition which is a huge part of their new offerings since deal closed.
Koei Tecmo did not release sales numbers in their recent PR, likely a sign didn't do very well or up to expectations
Koei Tecmo Announces Record Financial Results and Sales Numbers for Atelier Ryza 3 & More
Today Koei Tecmo announced its financial results for the fiscal year which ended in March 2023, on top of sales numbers for some of its games.techraptor.net
According to the press release, the whole company achieved 78,417 million yen in net sales ((up 7.8% year-on-year) and 39,133 million yen in operating income (up 13.3% year-on-year). This is defined as a record performance for Koei Tecmo on both metrics.
We also get some sales data: Atelier Ryza 3: Alchemist of the End & the Secret Key shipped over 290,000 units in a little more than a week between its release on March 23 and the end of the fiscal year on March 31. This brings the total for the Ryza trilogy to 1.6 million copies.
On the other hand, Fatal Frame: Mask of The Lunar Eclipse shipped over 120,000 units. No specific sales data was provided for Wo Long: Fallen Dynasty and Wild Hearts.
The documents also reiterated the tenets of the medium-term management plan that will end in the fiscal year 2024. Koei Tecmo aims to reach 40 billion yen in annual business profit by 2024, and as you can see above, they're definitely close.
They also plan to release a new IP that will sell in the range of five million copies, over 2 million units in packaged game sales every year, over 2 billion yen in monthly net sales for mobile games, and possibly multiple mobile games achieving 1 billion yen in monthly net sales.
The developer also intends to further improve the global appeal of the Atelier, and Warriors series, and its historical games, on top of challenging growing genres like Battle Royale and location-based mobile games and nurturing its IPs.
More aims for the medium-term plan include expanding the global business, improving the quality of global games, solidifying Koei Tecmo's proprietary "Katana" engine, expanding in China with a base of operations in Shanghai, augmenting the strategy based on collaborations with other companies, and the establishment of an IP division.
It was day 1 too and we know they get a nice chunk of dollars.Doesn't matter if they had a record performance? GP money could well have contributed to that, revenue/profit is the most reliable way to measure success considering we have moved past just traditional sales.
How so? When did the deal close?
Doesn't matter if they had a record performance? GP money could well have contributed to that, revenue/profit is the most reliable way to measure success considering we have moved past just traditional sales.
March 2021.
Yeah I'm sure PC Gamepass numbers grew. But no update on the total number of users still since last year January 2022 and combine that with Phil saying console subs have stalled and 30% drop in hardware means probably did not grow significantly enough still.
We were talking about Wo Long, just seen they sold 1 million copies and 2.8 million downloads.
That's not so good for a multiplatform title. Even hifi rush had 7.5 million downloads.