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Documents about Final Fantasy

Cover of Square Enix Special Feature: Erdrick Trilogy Reimagined
Report2 pages

Square Enix Special Feature: Erdrick Trilogy Reimagined

The Dragon Quest franchise continues to expand its global footprint, reaching over 95 million units in total shipments and digital sales as of June 2025.

  • The Dragon Quest I & II HD-2D Remake is scheduled for release on February 5, 2026, across Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC.
  • The Dragon Quest franchise has reached 95 million units in total shipments and digital sales as of June 2025.
  • The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, driven by Final Fantasy XIV: Dawntrail and Final Fantasy VII Rebirth.
Square EnixSep 2025
Cover of Art Direction in Game Remakes: An Analysis of 7 Case Studies
Report39 pages

Art Direction in Game Remakes: An Analysis of 7 Case Studies

The pursuit of a successful game remake requires a delicate equilibrium between honoring the original creative spirit and meeting the heightened technical expectations of modern audiences.

  • Successful remakes prioritize the recreation of a game's original 'spirit' and atmospheric intent over simple increases in visual resolution.
  • Critical and fan reception serves as the primary metric for quality in modern remakes, often outweighing raw financial performance.
  • Developers achieve the highest success by rebuilding visual assets from scratch to leverage contemporary lighting and 3D environments, overcoming the technical constraints of original releases.
Room 8 GroupJan 2024
Cover of Console Title Activity Trends: June 2023
Report14 pages

Console Title Activity Trends: June 2023

Console title activity in June 2023 reveals a market dominated by established live-service franchises, though major new releases successfully disrupted engagement patterns.

  • Fortnite remains the dominant console title, leading the market with 36.1 million monthly active users and 612 million hours of total playtime in June 2023.
  • Diablo IV emerged as the primary market disruptor, achieving 6.1 million monthly active users and leading in engagement depth with an average of 55 hours played per user.
  • Established live-service franchises including Grand Theft Auto V, FIFA 23, and Call of Duty: Modern Warfare II continue to hold top market positions, demonstrating the difficulty new titles face in capturing player time.
Ampere AnalysisJul 2023
Cover of 1Q FY2022 Presentation Material: October to December 2021
Presentation43 pages

1Q FY2022 Presentation Material: October to December 2021

CyberAgent demonstrated significant financial growth during the first quarter of fiscal year 2022, with consolidated sales reaching 171 billion yen and operating profit increasing nearly threefold to 19.8 billion yen.

  • CyberAgent’s consolidated sales reached 171 billion yen in 1Q FY2022, with operating profit nearly tripling to 19.8 billion yen.
  • The Game business segment saw sales nearly double to 58.3 billion yen, driven by the success of 'Uma Musume Pretty Derby' which exceeded 12 million downloads.
  • Operating profit for the Game segment grew 15.1-fold year-over-year, though management remains cautious about full-year forecasts due to gaming market volatility.
CyberAgentJan 2022
Cover of FY2021 Presentation Material
Presentation55 pages

FY2021 Presentation Material

CyberAgent achieved record-breaking financial performance in fiscal year 2021, characterized by consolidated sales of 666.4 billion yen and a more than threefold increase in operating profit to 104.3 billion yen.

  • CyberAgent achieved record-breaking FY2021 performance with 666.4 billion yen in consolidated sales and a 104.3 billion yen operating profit, representing a more than threefold increase.
  • The Game business was the primary profit driver, recording 68.6% year-over-year growth fueled by the commercial success of Uma Musume Pretty Derby.
  • WINTICKET captured 25% of the Keirin online betting market and tripled its transaction volume, significantly contributing to reduced operating losses in the Media segment.
CyberAgentOct 2021
Cover of 3Q FY2021 Presentation Material: April to June 2021
Presentation50 pages

3Q FY2021 Presentation Material: April to June 2021

CyberAgent experienced exceptional financial growth during the third quarter of fiscal year 2021, covering the period from April to June.

  • CyberAgent’s consolidated sales grew 70.3% year-over-year to 192.2 billion yen in 3Q FY2021, with operating profit increasing more than fivefold to 44.5 billion yen.
  • The 'Uma Musume Pretty Derby' game drove a 151.7% increase in gaming segment sales and a 480% surge in operating profit, reaching nine million downloads within five months of launch.
  • Driven by the success of 'Uma Musume', CyberAgent revised its full-year forecasts upward to 650 billion yen in sales and 100 billion yen in operating profit.
CyberAgentJul 2021
Cover of 2Q FY2021 Presentation Material: January to March 2021
Presentation52 pages

2Q FY2021 Presentation Material: January to March 2021

CyberAgent experienced exceptional financial growth during the second quarter of fiscal year 2021, characterized by a 26.6% year-over-year increase in consolidated sales to 163.4 billion yen and a doubling of operating profit to 25.8 billion yen.

  • CyberAgent’s consolidated sales grew 26.6% year-over-year to 163.4 billion yen in 2Q FY2021, with operating profit doubling to 25.8 billion yen.
  • The Game business reached record quarterly sales of 63.9 billion yen, driven primarily by the launch of 'Uma Musume Pretty Derby,' which surpassed five million downloads in 45 days.
  • Due to strong gaming performance, CyberAgent raised its full-year sales forecast to 600 billion yen and nearly doubled its projected operating profit range.
CyberAgentApr 2021
Cover of U.K. Road Show Material: February 2017
Presentation15 pages

U.K. Road Show Material: February 2017

The February 2017 investor presentation outlines a mid-term growth strategy for Square Enix, centered on achieving six consecutive years of sales growth through the expansion of its Digital Entertainment segment.

  • Square Enix aims to reach 400 billion JPY in sales by fiscal year 2019, targeting six consecutive years of growth in its Digital Entertainment segment.
  • The company is prioritizing profitability in its high-definition (HD) gaming division while maintaining a stable revenue foundation through MMOs and smart device games.
  • Strategy focuses on three pillars: enhancing digital sales via a new global website, maximizing multi-platform accessibility across consoles, PC, and mobile, and expanding IP into merchandising and publishing.
Square Enix HoldingsMar 2017