
Nioh 2
GameBy Team NINJA · Released Mar 13, 2020
Master the lethal arts of the samurai as a mysterious half-human, half-supernatural Yokai warrior, in this challenging action RPG sequel. Explore violent Sengoku-era Japan and the deadly Dark Realm, both plagued with grotesque, merciless demons.
Connections
Each row is a game or company named alongside Nioh 2, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Mar 13, 2020
- Developer
- Team NINJA
- Publishers
- Koei Tecmo Games, Sony Interactive Entertainment
- Genres
- Role-playing (RPG), Hack and slash/Beat 'em up, Adventure
- Platforms
- PlayStation 4
- Links
- Official site, Wikipedia
Game data from IGDB.com
Nioh 2 sales and key figures
Console software performance was led by Hyrule Warriors: Age of Calamity with 3.5 million units sold and Nioh 2, which surpassed 1.4 million units.
Koei Tecmo, 2021 · FY2020 3rd Quarter Presentation Materials, p. 4
The console segment performed strongly due to the launch of 'Nioh 2' and a strategic shift toward digital distribution, which reached nearly 40% of total console unit sales.
Koei Tecmo, 2020 · Financial Results for the Fiscal Year Ending March 2020, p. 3
The mid-term management plan targets 51 billion yen in sales and 21 billion yen in ordinary profit by FY2020, supported by upcoming releases like Dead or Alive 6 and Nioh 2.
Koei Tecmo, 2018 · Fiscal Year Ending March 2019: 1st Half Financial Results, p. 16
Documents about Nioh 2
Tracing Gender Affordances in Avatar Customization: A Methodological Framework
Han's paper proposes a methodological framework for analyzing gender affordances in avatar customization systems, arguing that gender is not encoded in a single toggle but is distributed across interacting options, boundaries, and defaults.
- Gender in avatar customization systems is not encoded in a single toggle but is distributed across interacting options, boundaries, and defaults, so analysis focused on visible gender widgets misses how gender is actually constituted.
- Han critiques McArthur et al.'s Avatar Affordance Framework for focusing too narrowly on visible widgets, and builds on Butler's notion of performatively constituted gender and Iantorno and Consalvo's work on intersecting class, race, and gender in CRPG character creators.
- The proposed framework rests on four analytical lenses: Gender-Related Options, Option Interactions and Navigational Distance, Boundaries of Gender Expression, and Defaults and Invisible Rules.
Combat System Design for Action Games: Key Concepts and Styles
This analysis establishes a framework for understanding real-time melee combat systems in action games, positioning gameplay systems as a level of analysis between broad, game-wide concepts and narrow single-title studies.
- The framework positions real-time melee combat as a middle level of analysis between broad game-wide concepts and narrow single-title studies, and is deliberately restricted to real-time melee, excluding turn-based and auto-battler combat.
- Combat is built from movesets, timing, and frame-based windows, with core vocabulary including startup, active, and recovery frames, cancels, combos, and punishes, and collisions resolved through hitboxes and hurtboxes.
- The report defines 'operational challenge' as the product of operational complexity and action precision, encompassing move, chain, and spatial precision.
China Drove Nioh 3’s Promising Start
Nioh 3 has achieved a strong commercial launch, recording over 700,000 units sold across PlayStation and Steam within four days of its February 2026 release.
- Nioh 3 sold over 700,000 copies across Steam and PlayStation within four days of its February 6, 2026, launch, generating more than $50 million in gross revenue.
- Steam accounted for 56.1% of Nioh 3 sales (395,000 units), while PlayStation 5 accounted for 43.9% (309,000 units).
- East Asia, including China, Japan, and Taiwan, represents nearly two-thirds of the Nioh 3 player base, with 71.3% of the Steam audience having previously played Black Myth: Wukong.
Souls‑likes: From Niche to Mainstay
Souls-likes have moved from a niche subgenre to a mainstream pillar of game design, and this Video Game Insights analysis examines how developer class, region and player geography shape commercial success.
- The souls-like genre has shifted from indie-dominated to AAA-led, with AAA and AA publishers now accounting for over 70% of estimated units sold on Steam.
- Chinese gamers represent approximately 47% of the global souls-like audience, significantly outpacing the United States at 15% and Germany at 5%.
- APAC developers have surged to control roughly 80% of the genre's development share as of 2025, building on a foundation established by Japanese studios.
Financial Results for the Fiscal Year Ending March 2022
Koei Tecmo achieved record-breaking financial performance during the fiscal year ending March 2022, characterized by a 20.5% increase in sales to ¥72.7 billion and a 41.5% surge in operating profit to ¥34.5 billion.
- Koei Tecmo achieved record financial results for the fiscal year ending March 2022, with sales rising 20.5% to ¥72.7 billion and operating profit surging 41.5% to ¥34.5 billion.
- The Entertainment segment drove growth through a 48.2% increase in mobile game revenue and a nearly 30% rise in cumulative mobile downloads, bolstered by titles like Three Kingdoms Tactics.
- The company met its three-year medium-term profit targets in a single year, supported by consistent repeat sales of established console franchises such as Nioh 2.
FY2020 3rd Quarter Presentation Materials
Koei Tecmo Holdings reported record-high financial performance for the third quarter of fiscal year 2020, ending December 31, 2020.
- Koei Tecmo achieved record-high performance in Q3 FY2020, with year-to-date sales reaching 43.9 billion yen (a 64.7% increase) and operating profit surging 201.2% to 19.3 billion yen.
- Overseas markets became the primary revenue source, growing 124.7% to account for more than 50% of total company revenue.
- The company upwardly revised its full-year operating profit forecast from 17 billion yen to 22 billion yen due to strong quarterly results.
Financial Results for the First Half of the Fiscal Year Ending March 2021
Koei Tecmo achieved record-high financial performance during the first half of the fiscal year ending March 2021, characterized by a 39.7% increase in sales to ¥23.1 billion and a 145.6% surge in operating profit to ¥8.4 billion.
- Koei Tecmo achieved record-high H1 results for the fiscal year ending March 2021, with sales rising 39.7% to ¥23.1 billion and operating profit surging 145.6% to ¥8.4 billion.
- The company upwardly revised its full-year ordinary profit forecast to ¥25 billion, supported by strong digital momentum and high-margin royalty income.
- The licensed mobile title 'Romance of the Three Kingdoms Senryaku-ban' was a primary growth driver, maintaining a top-three sales ranking in China for seven consecutive months.
Financial Results for the First Quarter of the Fiscal Year Ending March 2021
Koei Tecmo Holdings reported record-high financial performance for the first quarter of the fiscal year ending March 2021, characterized by significant growth in profitability despite a lack of major new title launches.
- Koei Tecmo achieved record-high Q1 fiscal 2021 performance with net sales of 11.36 billion yen (up 57.2% YoY) and operating profit of 4.38 billion yen (up 358.6% YoY).
- Profitability was driven by high-margin royalty income from the licensed title 'Romance of the Three Kingdoms Senryaku-ban' in China and strong back-catalogue sales of 'Nioh 2', which exceeded one million units.
- Overseas revenue grew significantly to 61.7% of total sales, up from 39.5% in the previous year, with Asia (excluding Japan) accounting for 40.6% of the total.
Financial Results for the Fiscal Year Ending March 2020
Koei Tecmo achieved record-breaking financial performance for the fiscal year ending March 2020, characterized by a 9.4% increase in net sales to ¥42.6 billion and a 16.6% rise in operating profit to ¥14.1 billion.
- Koei Tecmo achieved record financial performance for the fiscal year ending March 2020, with net sales rising 9.4% to ¥42.6 billion and operating profit increasing 16.6% to ¥14.1 billion.
- Growth was primarily driven by the Online/Mobile segment, fueled by royalty income from IP licensing titles such as 'Romance of the Three Kingdoms Senryaku-ban' in China.
- The console segment performed strongly due to the launch of 'Nioh 2' and a strategic shift toward digital distribution, which reached nearly 40% of total console unit sales.
Financial Results for the First Half of the Fiscal Year Ending March 2020
Koei Tecmo Holdings' first-half results for the fiscal year ending March 2020 show a company absorbing near-term profit pressure while investing for a larger second half and a stronger final year of its mid-term plan.
- Koei Tecmo reported a 4.8% decrease in sales to ¥16.56 billion and a 26.6% drop in operating profit for the first half of the fiscal year ending March 2020, driven by higher development costs and lower console sales.
- Despite the initial operating profit decline, the company maintains its full-year sales forecast of ¥43 billion, a 10.3% year-on-year increase, supported by strong performance in mobile and online segments.
- The company is targeting an operating profit of ¥17 billion by the end of the next fiscal year, anchored by a goal of selling five million units for a major AAA console title and generating ¥1 billion in monthly revenue from a top-tier mobile title.
Fiscal Year Ending March 2019 Financial Results
Koei Tecmo achieved record-high profitability during the fiscal year ending March 2019, marking its ninth consecutive year of profit growth.
- Koei Tecmo achieved record-high profitability for the ninth consecutive year, with net income rising 5.2% to 13.69 billion yen despite a 20.2% decline in total unit sales.
- The company’s financial resilience is driven by a strategic pivot toward high-margin digital sales and IP licensing rather than relying solely on physical unit volume.
- Management has set a fiscal year 2020 target of 51 billion yen in total sales, supported by a projected 61.4% recovery in overseas unit sales and a 10.3% increase in group-wide revenue.
Fiscal Year Ending March 2019: 1st Half Financial Results
Koei Tecmo Holdings reported record-breaking financial results for the first half of the fiscal year ending March 2019, characterized by significant growth in profitability and the expansion of its global intellectual property (IP) portfolio.
- Koei Tecmo achieved record-breaking H1 FY2019 results with net sales of 17.4 billion yen (up 16.7% YoY) and operating profit of 4.68 billion yen (up 64.3% YoY).
- The company’s operating profit ratio improved to 26.9%, driven primarily by high-margin royalty income from licensed titles and strong performance in the smartphone sector.
- Strategic growth targets include developing AAA titles with 5 million unit sales and smartphone games capable of generating 1 billion yen in monthly revenue.
Companies behind it
As the documents state it.

