Tag Archives: Industry

The first earning report of Kadokawa Corporation with Sony owning 10% of shares

Kadokawa Corporation recently released its earnings report for the third quarter of fiscal year 2024, and the results have been quite promising. However, a significant development within the company has garnered considerable attention: Sony’s strategic investment in Kadokawa and its implications for FromSoftware, a subsidiary of Kadokawa known for its critically acclaimed video games.

Sony’s Stake in Kadokawa: In a strategic move, Sony has increased its ownership stake in Kadokawa to 10%, making it the largest external shareholder. This investment marks a significant milestone in the relationship between the two companies, which have a history of collaboration in various entertainment sectors, including gaming and media production.

FromSoftware’s First Earnings Report Under Sony’s Influence: With Sony’s backing, FromSoftware has reported its first earnings under this new partnership. The results have been encouraging, reflecting the potential synergies between the two companies.

  • Revenue Boost: FromSoftware’s revenue saw a remarkable increase, driven by the successful launch of new game titles and the continued popularity of existing franchises like Dark Souls and Elden Ring.
  • Market Expansion: Leveraging Sony’s extensive distribution network and marketing prowess, FromSoftware has been able to expand its market reach, particularly in North America and Europe.
  • Enhanced Development Capabilities: The collaboration has enabled FromSoftware to access additional resources and expertise, leading to improvements in game development processes and overall product quality.

Financial Performance: Kadokawa’s overall financial performance for the third quarter ended December 31, 2024, has also shown positive growth.

Highlights:

  • Sony’s Stake: Sony has increased its stake in Kadokawa Corporation to 10%, making it the largest shareholder.
  • FromSoftware’s Earnings: With Sony’s backing, FromSoftware, known for titles like Dark Souls and Elden Ring, is expected to see significant growth in its earnings.
  • Strategic Alliance: The partnership aims to enhance digital content and entertainment offerings, including joint ventures in live-action films, TV dramas, and anime.

Financial Performance:

  • Revenue: Kadokawa reported a revenue of ¥21.12 billion for the third quarter ended December 31, 2024, which is approximately $139.8 million based on the current exchange rate of 1 USD = 151.41 JPY.
  • Earnings: The company posted earnings of ¥1.75 billion for the trailing twelve months (TTM) ending December 31, 2024, which translates to approximately $11.5 million.
  • Year-over-Year Growth: Kadokawa’s earnings for 2024 (TTM) showed a significant increase of 35.67% compared to the previous year.

Kadokawa’s strategic alliance with Sony and other partners has played a pivotal role in driving growth and innovation across its business segments.

  • Business Alliances: In addition to the partnership with Sony, Kadokawa has formed a business alliance with Kakao piccoma to expand its digital content and entertainment offerings.
  • Capital Alliances: The company has issued new shares through third-party allotments to strengthen its capital base, ensuring sustainable growth and resilience.

Looking ahead, Kadokawa remains optimistic about its growth prospects, driven by its strategic alliances and continued focus on digital content and entertainment. The partnership with Sony, in particular, is expected to yield long-term benefits, enhancing Kadokawa’s position in the global entertainment industry.

FromSoftware, as a key subsidiary, stands to gain significantly from this collaboration, with the potential for further innovation and success in the gaming sector.

In conclusion, Kadokawa’s recent earnings report and strategic alliance with Sony underscore the company’s commitment to growth and innovation. The positive impact on FromSoftware’s performance highlights the potential for continued success in the dynamic and competitive entertainment industry.

Take-Two Interactive doubles down on Grand Theft Auto VI release on earnings report

Take-Two Interactive, one of the leading names in the gaming industry, recently announced its financial results for the third quarter of fiscal year 2025. The company reported net bookings of $1.37 billion, a 3% increase compared to the previous year. This performance was within the company’s projected guidance range, and Take-Two reaffirmed its full-year net bookings outlook of $5.55 billion to $5.65 billion.

The earnings report highlighted the strong performance of several core franchises, including NBA 2K25, Grand Theft Auto Online, and Red Dead Redemption 2. The company’s CEO, Strauss Zelnick, expressed confidence in the upcoming release schedule, which includes highly anticipated titles such as Sid Meier’s Civilization VII, Mafia: The Old Country, and Grand Theft Auto VI (GTA 6).

GTA 6 Release Update

During the earnings call, Zelnick provided an update on the much-anticipated Grand Theft Auto VI. The game is still on track for a Fall 2025 release, although Zelnick mentioned the possibility of a slight “slippage”. He emphasized that while the company feels confident about the release date, they are cautious about making absolute guarantees2.

The announcement has generated significant excitement among fans, as GTA 6 is expected to be a major blockbuster. The company has not yet revealed the exact release date, but they assured investors that more information will be provided in due course.

In addition to GTA 6, Take-Two also announced the release of Borderlands 4 sometime in 2025. The company’s robust pipeline includes other titles such as Project ETHOS and CSR 3, further solidifying its position as a powerhouse in the gaming industry.

Take-Two Interactive’s Q3 2025 earnings report paints a promising picture for the company’s future. With strong financial performance and an exciting lineup of upcoming releases, the company is poised for continued growth. The anticipation surrounding GTA 6 is a testament to the enduring popularity of the franchise and the high expectations of gamers worldwide.

Bandai Namco grew at Q3 2025

Bandai Namco Holdings Inc. recently released its consolidated financial report for the third quarter (nine months) of the fiscal year ending March 31, 2025. Here’s a detailed breakdown of their earnings:

  • Net Sales: $6.29 billion, a significant increase of 23.8% compared to the same period last year.
  • Operating Profit: $1.34 billion, showing a remarkable growth of 129.0%.
  • Recurring Profit: $1.41 billion, up by 106.9%.
  • Profit Attributable to Owners of Parent: $1.00 billion, an increase of 113.1%.
  • Basic Earnings per Share (EPS): $1.97.
  • Diluted Earnings per Share (EPS): $1.97.

Financial Position (in USD)

  • Total Assets: $7.50 billion as of December 31, 2024.
  • Net Assets: $5.50 billion as of December 31, 2024.
  • Equity Ratio: 73.2% as of December 31, 2024.

Cash Dividends (in USD)

  • Annual Cash Dividends: $0.60 per share for the fiscal year ending March 31, 2025.

Bandai Namco has revised its projections for the fiscal year ending March 31, 2025, with an optimistic outlook for continued growth in net sales and profits.

Bandai Namco’s impressive financial performance reflects its strong market position and successful strategies. The company’s focus on innovation and expansion is likely to drive further growth in the coming years.

EA had a thing to say about is Q3 2025 for Dragon Age: The Veilguard

Electronic Arts (EA) recently announced its Q3 FY25 earnings, revealing a mix of successes and challenges across its portfolio. The company reported net bookings of $2.215 billion for the quarter, with notable performances from several franchises.

EA SPORTS FC 25 continued its strong momentum, achieving record success with the Team of the Year event, driving engagement levels above expectations. The franchise has grown more than 70% over the last five fiscal years, making it one of the biggest sports entertainment properties in the world.

American Football also saw double-digit growth in weekly active users year-over-year, and remains on pace to surpass $1 billion in net bookings for fiscal year 2025.

However, not all games performed as expected. Dragon Age: The Veilguard, despite receiving positive reviews from critics and players, did not resonate with a broad audience. EA CEO Andrew Wilson attributed this to the game’s lack of live service features, which are increasingly sought after by modern gamers. The game’s sales performance missed projections by 50%, reaching only about 1.5 million players.

Despite these challenges, EA remains confident in its long-term strategy and has announced a $1 billion accelerated stock repurchase program, bringing total stock repurchases to $2.5 billion within the first year of its $5 billion authorization.

Despite the strong performance in certain areas, EA faces challenges in maintaining its growth trajectory. Analysts have noted that EA’s revenue guidance for the next quarter is lower than expected, with adjusted earnings projected at $3.08 per share.

The company has missed Wall Street’s revenue estimates four times over the last two years, indicating potential volatility in its financial performance.

AMD closes the year 2024 in green and with official release of RDNA4

AMD reported record revenue of $7.7 billion for Q4 2024, which was a 24% increase year-over-year. The company also achieved a gross margin of 51% and a non-GAAP gross margin of 54%. For the full year 2024, AMD reported record revenue of $25.8 billion, a 14% increase from the previous year. The company’s operating income for the year was $1.9 billion, and net income was $1.6 billion.

AMD’s CEO, Dr. Lisa Su, highlighted that 2024 was a transformative year for the company, with significant growth in their Data Center segment and strong earnings expansion.

The company also saw record revenue from its AMD Instinct accelerator products.

Of course RDNA4 and the Radeon RX 9070 XT family topic could not be avoided on the conference call with AMD’s inverstor.

And with this, Lisa Su confirmed the launch of their next-generation RDNA 4 architecture and the Radeon RX 9070 XT graphics card. Scheduled for release on March 6, 2025, these GPUs are set to revolutionize the mainstream and mid-range gaming market.

A review of all that is currently public knowledge…

RDNA 4 marks a significant leap forward for AMD, focusing on improved ray tracing performance and AI-powered upscaling technology. The architecture will utilize a 4nm TSMC process node, enhancing density and efficiency3. Key features include:

  • Optimized Compute Units (CUs): RDNA 4 introduces optimized CUs for better performance.
  • Supercharged AI Compute: Enhanced AI capabilities for advanced upscaling and image stabilization.
  • Improved Ray Tracing: Significantly better ray tracing performance compared to previous generations.
  • Better Media Encoding: Enhanced media encoding quality for a smoother gaming experience.

Radeon RX 9070 XT: Specifications and Performance

The Radeon RX 9070 XT is AMD’s flagship offering in the RDNA 4 lineup. Here are the key specifications:

  • Stream Processors: 4,096 SPs
  • Compute Units: 64 CUs
  • Memory: 16GB GDDR6 with a 256-bit memory bus
  • Memory Speed: 20 Gbps
  • Bandwidth: 640 GB/s
  • Base / Boost Clocks: 2.40 GHz / 2.97 GHz
  • PCIe Support: PCIe 5.0

The RX 9070 XT is designed to compete with NVIDIA’s GeForce RTX 5070 Ti, offering top-tier performance at a more affordable price. AMD’s focus on mainstream gaming means the RX 9070 XT aims to provide high-quality 4K gaming experiences with improved ray tracing and AI-powered upscaling.

The statement that you wanted to hear from Twitch CEO

The livestreaming industry has been in a state of constant evolution, with Twitch long serving as the dominant force in the space. However, as competition heats up, other platforms have begun to challenge Twitch’s supremacy in unique ways.

In a recent interview with Fast Company, Twitch CEO Dan Clancy addressed the biggest rivals in the industry: YouTube, TikTok, and Kick.

His candid remarks offer a fascinating look into the state of livestreaming today.

Clancy didn’t mince words when discussing the competitive landscape. In the interview, he remarked:

“[TikTok] was the first platform that didn’t just copy Twitch. YouTube just made Twitch on YouTube. Facebook just made Twitch on Facebook. Kick downright copied the site.”

This statement raises an interesting question: Have these platforms merely imitated Twitch, or have they introduced innovative features that set them apart?

While Clancy suggests YouTube simply replicated Twitch, the reality is more nuanced. YouTube offers several advantages that Twitch lacks, particularly in terms of video quality and accessibility. Features such as the ability to pause and rewind livestreams, higher resolution streaming using advanced codecs like H.265 and AV1, and robust content archiving make YouTube a compelling alternative for certain creators.

However, despite these advantages, many users and streamers wish YouTube would take inspiration from Twitch in other areas. Its chat functionality, live discovery experience, and overall engagement tools lag behind Twitch’s, making it a less interactive experience for livestream communities.

Then, a focus on TikTok which I think it was unavoidable.

Unlike other competitors, TikTok has introduced a radically different take on livestreaming. TikTok’s algorithm-driven content discovery allows streamers to reach new audiences in a way that Twitch does not. Unlike Twitch’s channel-based model, where viewers typically follow a handful of familiar streamers, TikTok’s approach is designed to surface new content dynamically, making it easier for up-and-coming creators to gain traction.

This shift in how livestreaming is discovered and consumed has made TikTok a formidable competitor in capturing audience attention.

Another expected reaction was Clancey’s Point of View about Kick and for the CEO, Kick is a “downright copied the site” is not without merit, as Kick’s interface, chat features, and streaming model bear a strong resemblance to Twitch.

However, it is accepted that Kick differentiates itself by offering significantly higher revenue splits for creators, an appealing prospect for those looking to maximize earnings. While Twitch’s community and long-standing reputation keep it in the lead, Kick’s aggressive monetization policies make it an enticing alternative.

Beyond competing with direct rivals, Clancy emphasized that Twitch’s real competition isn’t just other livestreaming services—it’s the entire media landscape. He explained:

“What we’re doing is competing for your time.”

This broader perspective acknowledges that Twitch is vying against not just YouTube, TikTok, and Kick, but also traditional entertainment forms such as television, movies, and social media platforms. With attention spans shrinking and digital entertainment becoming more fragmented, Twitch must find innovative ways to keep users engaged and returning to the platform.

A major factor keeping Twitch relevant is its deeply rooted sense of community. Clancy illustrated this by sharing the experience of popular streamer LilyPichu:

“LilyPichu is the best example, because she liked the fact that she was getting this check, but she was so looking forward to the day when the contract ended, because then she could come back. It’s because of that sense of belonging and home. That’s not just for their viewers, it’s also for them.”

This anecdote underscores the emotional connection that streamers and their audiences develop on Twitch. Unlike other platforms, where livestreaming is often just one aspect of a broader content ecosystem, Twitch thrives on fostering direct interaction and loyalty between streamers and viewers.

This sense of belonging translates to strong subscription metrics and engagement rates, making it harder for competitors to pull streamers away permanently.

The Future of Livestreaming: Where Does Twitch Go from Here?

As Twitch navigates an increasingly competitive landscape, it must continue to innovate while leveraging its community-driven strengths. Enhancements in monetization options, better content discovery tools, and improvements in stream quality could help Twitch maintain its dominance. Meanwhile, rivals like YouTube, TikTok, and Kick will continue refining their own strategies, ensuring that the battle for livestreaming supremacy remains intense.

One thing is certain: the livestreaming industry is evolving rapidly, and the platforms that prioritize both creator support and viewer experience will be the ones to thrive. Whether Twitch can maintain its lead will depend on its ability to adapt while staying true to the community-first ethos that has defined it from the start.

Nintendo announces Q3 2025 results and seems that expectations for Nintendo Switch 2 are being felt monetarily

Nintendo recently reported its Q3 financial results for the fiscal year ending March 2025, revealing a significant downturn in its financial performance. The company posted $1.10 billion in revenue, a notable decline from $1.70 billion a year ago. This 31.4% drop in revenue was accompanied by a decrease in earnings per share (EPS) from 117.45 yen to 110.40 yen.

Nintendo Switch Sales

One of the most striking aspects of Nintendo’s Q3 report was the 30.6% year-over-year decline in Nintendo Switch hardware sales, with only 4.82 million units sold during the quarter. This brought the total sales for the fiscal year to 9.54 million units, significantly lower than the previous year. The company has now revised its sales forecast for the Switch from 12.5 million units to 11 million units for the fiscal year.

Software Sales

Software sales also saw a decline, with 123.98 million units sold during the nine-month period, down 24.4% from the previous year. Despite the release of popular titles like The Legend of Zelda: Echoes of Wisdom and Super Mario Party Jamboree, the overall software sales were not enough to offset the decline in hardware sales.

Nintendo Switch 2 Expectations

Amidst these challenges, Nintendo has announced plans to launch the Nintendo Switch 2 later this year. The new console is expected to rejuvenate the company’s hardware sales and reinvigorate its market position1. However, Nintendo has also flagged that Switch games may not be fully compatible with the Switch 2, which could impact consumer decisions.

The anticipation of the Switch 2 has led to a slowdown in sales of the original Switch, as consumers hold off on purchases in anticipation of the new console. This has resulted in Nintendo reducing its annual dividend forecast and net sales expectations for the fiscal year2. Despite these challenges, Nintendo remains optimistic about the potential of the Switch 2 to drive future growth.

Nintendo’s Q3 results highlight the challenges the company faces as it transitions to its next-generation console. While the decline in sales is concerning, the upcoming launch of the Nintendo Switch 2 offers a beacon of hope for the company’s future. Investors and gamers alike will be closely watching how Nintendo navigates this pivotal period in its history.

Valve Denies Rumors of Returning to Gaming Console Market with New Steam Machines

Valve, the renowned developer behind the Steam platform, has officially denied rumors suggesting it is planning to re-enter the gaming console market with a new line of Steam Machines. The speculation arose from a leak by well-known industry insider eXtas1s, who claimed that Valve was working on a new console to rival the PlayStation 5 and Xbox Series X.

Original video:

According to eXtas1s, Valve is collaborating with AMD to utilize their upcoming RDNA 4 technology for this new console.

The rumor suggested that Valve’s new console would be a significant step up from the Steam Deck, aiming to offer a more powerful gaming experience. However, Valve has firmly denied these claims via a clarification that the changes on a Mesa patch change is about the Vulkan support within the Open Source RADV Radeon Driver for RDNA4 and nothing much else:

This initial support should be good enough but it’s missing two features (cooperative matrix and video decode/encode) compared to GFX11 (RDNA3) because lack of time.

DCC is still under active development but it might be possible to finish it during the RC period.

Valve’s previous attempt to enter the console market with Steam Machines in 2015 was met with limited success. The concept behind Steam Machines was to provide small PCs, either made by Valve or other manufacturers, running SteamOS (with the option to boot Windows). Despite the innovative idea, the Steam Machines did not achieve the expected success due to various factors, including limited game compatibility and high prices.

In recent years, Valve has focused on the success of the Steam Deck, a handheld gaming device that has gained popularity among gamers. The company has sold “multiple millions” of the device since its release, although exact sales figures have not been disclosed. The Steam Deck’s success has been attributed to its portability, performance, and the extensive library of games available on Steam.

Electronic Arts Acquires TRACAB Technologies: A Game-Changer for EA Sports

Electronic Arts (EA) has recently announced its agreement to acquire TRACAB Technologies, a leader in advanced sports optical tracking and analysis solutions. This acquisition is set to revolutionize EA Sports’ approach to creating immersive and realistic sports experiences.

What is TRACAB Technologies?

TRACAB Technologies specializes in real-time data capture and analysis using advanced optical tracking technology. Their systems can track almost everything happening on the field or pitch at 60Hz per second, generating 600 million data points per game. This includes 65 unique data points per player and referee, capturing live skeleton data from 21 joints on each body on the pitch.

Why is this Acquisition Significant?

  1. Enhanced Realism and Immersion: By integrating TRACAB’s technology, EA Sports aims to create lifelike animations and simulations that closely mimic real-world sports action. This will significantly enhance the realism and immersion of their games.
  2. Advanced AI and Machine Learning: TRACAB’s technology will enable EA Sports to harness advanced AI and machine learning models, powered by real-world volumetric data. This will lead to incredible advancements in gameplay and animation capabilities.
  3. Beyond Games: EA Sports envisions the EA SPORTS App as the leading interactive sports platform in the world. TRACAB’s technology will support this vision by providing near real-time insights for media broadcast teams, referees, players, coaches, and fans.
  4. Global Expansion: Currently available in Spain, the EA SPORTS App plans to expand globally, offering fans new opportunities to create highlights and predictive simulations.

The acquisition is expected to close in EA’s first fiscal quarter of FY26. With TRACAB’s cutting-edge technology and expertise, EA Sports is poised to accelerate groundbreaking new features in their games and the EA SPORTS App. This will not only enhance the gaming experience but also create more dynamic and engaging sports experiences for fans worldwide.

The acquisition of TRACAB Technologies marks an exciting new chapter for EA Sports. By leveraging TRACAB’s advanced tracking technology, EA Sports is set to push the boundaries of sports simulations, creating living, breathing simulations of sport that will captivate and engage fans like never before.

Apple star its Fiscal Year 2025 with Record-Breaking Earnings and Gaming Performance

Apple recently announced its Q1 2025 earnings, revealing record-breaking revenue of $124.3 billion, a 4% increase year-over-year. The company also reported a net quarterly profit of $36.3 billion, with earnings per share (EPS) reaching $2.40, up 10% from the previous year. This marks Apple’s best quarter ever, driven by strong sales across its product and services lineup.

Key Highlights from Apple’s Earnings Report:

  • Revenue: $124.3 billion (up 4% year-over-year)
  • Net Profit: $36.3 billion
  • EPS: $2.40 (up 10% year-over-year)
  • Services Revenue: $26.3 billion (up 13.9% year-over-year)
  • Mac Revenue: $9.0 billion (up 15.5% year-over-year)
  • iPad Revenue: $8.1 billion (up 15.2% year-over-year)
  • iPhone Revenue: $69.1 billion (down 0.8% year-over-year)
  • Wearables Revenue: $11.7 billion (down 1.7% year-over-year)

Apple’s CEO, Tim Cook, highlighted the company’s success in integrating AI into its devices, which has helped maintain strong performance despite market challenges. The company’s new AI product, Apple Intelligence, has been a significant focus, although it has faced some criticism for inaccuracies.

Of course, this is a gaming blog, let’s focus on Apple Arcade’s Performance:

Apple Arcade, the company’s subscription-based gaming service, has seen impressive growth and positive reception. As of February 2024, Apple Arcade has 7% of gamers in the United States subscribed to the service. Some of the standout games on Apple Arcade include:

  1. Oceanhorn 2: Knights of the Lost Realm: A Zelda-like adventure game with immersive gameplay and excellent controller support.
  2. Sonic Racing: A kart racing game that runs smoothly at native resolution.
  3. Marble Knights: An isometric game with good performance and controller support.
  4. The Pathless: A visually stunning game with resolution issues but captivating gameplay.
  5. Asphalt 8: Airborne+: A highly impressive racing game with consistent 60 FPS performance.

Apple Arcade has been praised for its diverse library of games and the quality of its titles, making it a strong competitor in the mobile gaming market.

Despite its successes, Apple faces challenges, including declining phone sales in China and competition from domestic brands like Huawei. The company’s ability to navigate these challenges while continuing to innovate in AI and gaming will be crucial for its future growth.

Apple’s commitment to enhancing its gaming ecosystem through Apple Arcade and integrating AI into its devices positions the company well for continued success in the tech and gaming industries.