Sony’s PlayStation 4 Becomes Second Best-Selling Home Console of All Time

Passionate PlayStation fans have driven Sony Corp to yet another impressive, hm.. milestone in its storied history as a game console manufacturer.

Announced in a supplemental sheet as part of its quarterly earnings report today, the Japanese technology conglomerate shared that it shipped 2.8 million PlayStation 4 consoles in the three months ending September 2019. Which means that to date, the PlayStation 4 has now passed 102.8 million consoles sold.

While at first it doesn’t sound as noteworthy as the PS4 surpassing the 100 million threshold last quarter, it’s super impressive in the context of all-time sellers in the home market. That’s because PS4 formally passed both Nintendo’s 2006 system Wii (101.63 million) and Sony’s own original PlayStation from 1994 (102.49 million) to land as the second best-selling console ever.

Only Sony’s PlayStation 2 system has shipped more units, at a whopping 155 million at last count.

Sensing a theme?

This marks yet another major accomplishment for the team. Led by Sony’s focus on appealing to core gamers with both its marketing and software lineup plus launching at a lower initial price than its main competitor in Microsoft’s Xbox One, the PlayStation 4 has cemented itself as a legendary couch gaming experience with exceptional commercial success.

Obviously question is: Can it pass its most accomplished ancestor, the PlayStation 2?

My simple answer is: Unlikely. Sony has already announced the PlayStation 5 is due out in late 2020. The company has consistently reduced its forecast of PS4 shipments for its full 2019 fiscal year from 16 million back in April to 15 million in July, then 13.5 million in this latest report. Assuming it does hit 13.5 million, that equates to roughly 110 million in the wild overall by March 2020.

Even taking into account another fiscal year during the transition to a new generation, I can see under 125 million before PS5 appeals to a broader audience than just early adopters. Depends of course on how later generation software exclusives fare plus discount trend over time.

Well. It will have to settle for second place at the moment.

Beyond the eye-catching headline, Sony’s latest financial quarter was mixed at best especially within its gaming division. Check below for highlights and, might I say, lively commentary. The company’s presentation is here. Note that dollar amounts used are estimates, converted from local currency.

As displayed above for the company’s overall second quarter, sales and operating revenue dipped 3% since last year to around $19.5 billion while operating income surpassed $2.57 billion, an increase of 16%. Both revenue and earnings-per-share results actually beat analyst consensus, though Sony lowered its forecast for both metrics when considering the full fiscal year ending in March 2020.

Within its Game & Network Services (G&NS) unit, which includes PlayStation hardware, software and related services, quarterly sales slipped 17% to $4.5 billion while operating profit dropped 28% to just under $600 million. Sony pointed out that an increase in PlayStation Plus subscription revenue was not enough to offset a dip in both hardware and software dollar sales, thus the lowered performance.

Now, it’s always worth considering these reports in a broader context. Comparing quarters is only part of the equation. When pushing the dollar sales trend out to a trailing 12-month period then mapping over time, we certainly see a recent decline. Thing is, it’s above this time last year. Which means that even as it approaches the reveal and launch of the PlayStation 5, gaming is maintaining decent momentum. Profit is down slightly when looking at a similar trailing time frame, though well above where it’s been in prior years.

Note that similar to the company’s overall forecast, Sony also lowered its G&NS division forecast for both sales and profit for the full year, plus the PlayStation 4 hardware target as I noted previously.

Let’s chat a few specifics within its gaming business, then wrap with a couple observations and future thoughts.

While PlayStation 4 eclipsed sales of most of its historical competitors this quarter, it’s obvious that hardware and software are both slowing ahead of a new console cycle. The full game software sales total of 61.3 million copies is down from last year’s 75.1 million, likely due to the massively popular Marvel’s Spider-Man releasing in the corresponding quarter of 2018.

In terms of physical and digital split, 37% of software sales in Q2 were downloads. Compare this to around 28% this time last year, and it’s clear the trend is inching towards digital even for a traditional platform holder. Combine this with the popularity of PlayStation Plus, which rose to 36.9 million subscribers compared to last year’s 34.3 million, and we see how much digital and services matter when hardware sales are tapering off due to the natural cycle. It’s especially true this generation, as prior generations skewed much more towards retail consumption.

Speaking of business split, above charts out individual product categories within the gaming division over recent quarters. Which shows a handful of notable trends.

First, hardware sales are among the lowest this generation. Expected now that PS5 is official. Software remains the most prominent part of the PlayStation business other than occasionally during the holiday quarter, so it’s natural that growth ebbs and flows with it. Take a look at the green Network Services bar. This burgeoning segment has shown double-digit year-on-year growth every single quarter. Services are the talk of the industry lately, and for good reason. Sony is seeing tangible contribution from providing customers with things like PlayStation Plus, PlayStation Now and others to where I anticipate this to continue smoothly in both the near and long term.

So. What does this all mean and where’s Sony going in the future within its most important business segment?

It’s obviously a mixed quarter both overall and within G&NS, most notably because of its lowered guidance for annual revenue, profit and PlayStation 4 hardware sales. Though when smoothing this quarter’s performance over time, the PlayStation business is showing legs before entering into a new chapter. Most noteworthy being the digital and services slices.

Still, software is key and that will dictate the remainder of this year. What I anticipated to be the year’s top console seller, Call of Duty: Modern Warfare, achieved a $600 million opening weekend according to an Activision Blizzard press release today. It has an exclusive marketing deal with Sony plus PlayStation exclusive content, which means the console will benefit greatly from this rejuvenation of Call of Duty annual sales.

Death Stranding is the major console exclusive during this holiday quarter, releasing on November 8th. It’s produced by Kojima Productions, led by all-time-great director Hideo Kojima, and I’m upbeat on its sales potential despite being a new intellectual property.

The downside is that 2018 saw major releases in the God of War reboot and the aforementioned Marvel’s Spider-Man, which makes for a difficult comparison. Combine that with the delay of Naughty Dog’s The Last of Us Part II into the first quarter of 2020 fiscal and we can understand why Sony adjusted its estimates downward.

Based on the above, I’m intrigued to see how software sales compare during the back half of the year, since I already anticipate lower dollar sales from PlayStation 4 hardware due to market saturation and discounted pricing.

Sony boasts one of the most impressive achievements in its company history with PlayStation 4 joining its PlayStation 2 brethren as one of the best-selling pieces of hardware ever, though the company will face short-term pressure as it gears up production and marketing for PlayStation 5 its corresponding software lineup.

Hope you all have a good one!

Sources: Activision Blizzard, Kojima Productions, Nintendo, Sony Corp., Wired.

-Dom

Earnings Calendar Oct & Nov 2019: Gaming, Media & Tech Companies

Back again. Earlier in the week it was sales, now it’s all about earnings.

‘Tis the season. For company reporting and executive conference calls, of course. Lots of numbers and some jargon on top. Plus, reactions from yours truly as I plan to write in depth about select events.

To help us navigate this latest quarterly earnings season, I’ve gathered up notable reporting dates for companies across the gaming, technology and media sectors.

Above in the image, below in Google Docs. Then some quick hitters on three notable names I’m watching in the next few weeks. Let’s a go.

Working Casual Earnings Calendar Oct & Nov 2019: Gaming, Media & Tech Companies

Microsoft (MSFT): Wednesday, October 23rd

Last month, Microsoft announced a handful of updates to its investor reporting standards. The most noteworthy of these is the introduction of “year-over year percentage revenue growth for Xbox content and services” as opposed to the inclusion of dollar sales from its gaming segment within its earnings press release and presentation slides. As noted in the excerpt above, content and services includes Xbox Live, software sales and third-party game royalties.

The unfortunate part is the new metric is merely growth as opposed to a raw amount, the latter of which is always preferable. Upside is that Microsoft will still report overall gaming revenue, it’s just that it will only be included in its quarterly or annual filings with U.S. regulators. Which are usually published a day or so after its earnings press release. So we won’t know the dollar amount from content and services, though we’ll still see the revenue figure. After a bit of patience.

Capcom (9697): Tuesday, October 29th

Capcom’s rejuvenation continues with its recent announcement that Monster Hunter World: Iceborne, the latest expansion for its best-selling game ever, moved an impressive 2.5 million copies within a week of its release back in September. In its integrated report for 2019, the Japanese developer and publisher also expressed an intent to utilize dormant IP and remakes after successful launches of titles in the Resident Evil and Devil May Cry franchises.

While the company has been.. hm, beasting over the past couple years, the main notable game in its upcoming slate is the spin-off multiplayer title within the Resident Evil universe dubbed Project Resistance. How will its forecasting look this quarter? Does it indicate a new mainline entry in one of its properties, maybe at the launch of next generation? My guess is Capcom will look towards the fighting game genre next, a segment in which it used to excel, since both Street Fighter V and Marvel vs. Capcom: Infinite were underwhelming at best.

Activision Blizzard (ATVI): Thursday, November 7th

Blizzard, one half of major domestic publisher Activision Blizzard, has been in the news lately for all the wrong reasons after suspending a professional Hearthstone player for speaking out in support of Hong Kong protesters then fumbling through the aftermath. It’s been a public relations nightmare for the developer of Warcraft, Diablo and Overwatch.

Its annual Blizzcon event will be over by the time the earnings call happens, though I’ve got a feeling it won’t be the last of this latest news cycle and I expect at least a couple analysts to ask executives to address this situation. Especially with rumors swirling that Diablo 4 and a sequel to 2016’s hero shooter Overwatch could be revealed at the event.

On the Activision side, the obvious subject of interest will be any indication of Call of Duty: Modern Warfare forecasting with its release happening later this week. I anticipate the game will be the best-selling console title of 2019, plus has a chance to set a record for launch dollar sales in the franchise (which would be anything above a $550 million opening weekend). Expect management to be extremely bullish on its prospects, because anything else would be newsworthy on its own.

Thanks friends for stopping by, though check back often in the coming weeks. I look forward to writing more about individual companies during this season plus chatting about it on Twitter like usual!

Sources: Company Investor Websites, Kotaku, GameSpot.

-Dom

NBA 2K20 & Borderlands 3 Heat Up the U.S. Video Game Charts in September

Shoot. It’s October already!

Which can mean only one thing. Obviously.

No, not that Halloween is around the corner. It’s that sports and shooters once again score big in the commercial video game landscape here in the States, as proven by the stellar sales performance of new titles in the NBA 2K and Borderlands franchises last month!

This is all according to a recent report from The NPD Group, the main tracking firm for U.S. game market sales. (September’s tracking period ran from September 1st to October 5th, which means it included five weeks.)

NBA 2K20 released back on September 6th, and since then it’s been an unprecedented success. Similar to recent entries in the long-running franchise, which is on a real hot streak. This time though it’s at its most impressive.

2K Games’ latest basketball entry scored the number one spot during September’s monthly tracking period. Not only that, it’s instantly the top-selling game of the entire year so far, already outpacing the prior leader Mortal Kombat 11 which held the spot since back in May.

Going further, NBA 2K20 achieved the highest launch month dollar sales of any sports game. Ever. Like, as in the history of NPD tracking the U.S. market. The series overall, published by Take-Two Interactive, moves past RedOctane & Activision’s Guitar Hero to become the 6th best-selling franchise of all time domestically as measured by dollar sales.

Essentially, it’s another a slam dunk for Take-Two.

Speaking of Take-Two, not only did the company have the top seller of September, it also produced the 2nd best-selling title in Borderlands 3.

Gearbox Software’s first-person shlooter (yes that’s a shooter and a looter combined into one word because it’s easier to write, however now that I’ve explained it, I’ve taken up way more of your time than writing it out) shot up the chart to land in the same #2 spot as its predecessor did back in September 2012.

This time, Borderlands 3 set a launch month record for its series. Plus it’s already the 3rd best-seller of the full year, which means it’s collected more dollar sales than any 2019 release except for the aforementioned NBA 2K20 and Mortal Kombat 11.

Congratulations to the studio, though I admittedly say this with one slight caveat. Borderlands 2 had less time in its respective September month than did this year’s installment, so it’s natural Borderlands 3 should overtake it. It doesn’t diminish the accomplishment at all. The game sold 5 million units in less than a week’s time. It’s just the type of thing we have to acknowledge when talking records and the like.

NBA 2K20 achieved the highest launch month dollar sales of any sports game. Ever. Like, as in the history of NPD tracking the U.S. market.

Rounding out the Top 5 best sellers last month are two new releases then one August title: The September releases being Electronic Arts’ FIFA 20 at #3 and The Legend of Zelda: Link’s Awakening from Nintendo at #4. Then Madden NFL 20 at the #5 spot, another Electronic Arts joint that was August’s leading game.

I’d argue the remainder of the Top 10 is just as intriguing as everything prior, even with all the record-setting happening. As you’ll see above, Tom Clancy’s Ghost Recon: Breakpoint quietly achieved the sixth spot with only two days of tracking. I remain bullish on Ubisoft’s latest Tom Clancy project even if on brand alone, and can see it becoming a mainstay of the chart for the next couple months despite major competition. These games have a knack for being persistent, especially as Ubisoft’s focus on ongoing support.

Then there’s Gears 5 from Xbox Game Studios. The only flagship Xbox One console exclusive of 2019, and the first truly major game that hit both traditional retail and Microsoft’s Xbox Game Pass subscription service simultaneously (I know Forza Horizon 4 was similar, though it’s part of the more niche racing genre).

It’s difficult to make a true comparison without underlying sales vs subscription figures, though Gears 5 debuts a few spots lower than the 3rd place launch of Gears of War 4 back in October 2016. However when talking overall engagement, Microsoft said Gears 5 was the biggest launch this generation for Xbox Game Studios attracting 3 million players during its opening weekend. Which is twice the amount of the prior installment.

To me, this indicates that players are getting into Gears 5 using Xbox Game Pass just as much as they are purchasing at stores or digitally, plus competition this September was more challenging than the same month in 2016. Which means that the 7th spot isn’t a poor result for Gears. It’s more indicative that Microsoft is enticing consumers with a subscription rather than relying on traditional sales avenues.

Now that we’ve talked on a select group of individual titles, here’s the full list of September sellers and 2019 year-to-date rankings.

Top-Selling Games of September 2019 (Physical & Digital Dollar Sales):

  1. NBA 2K20
  2. Borderlands 3
  3. FIFA 20
  4. The Legend of Zelda: Link’s Awakening*
  5. Madden NFL 20
  6. Tom Clancy’s Ghost Recon: Breakpoint
  7. Gears 5^
  8. Code Vein
  9. NHL 20
  10. Mario Kart 8*
  11. Minecraft#
  12. Grand Theft Auto V
  13. Super Smash Bros. Ultimate*
  14. Spyro Reignited Trilogy
  15. Red Dead Redemption 2
  16. Tom Clancy’s Rainbow Six: Siege
  17. Plants vs Zombies: Battle for Neighborville
  18. Marvel’s Spider-Man
  19. Catherine
  20. The Legend of Zelda: Breath of the Wild*

Top-Selling Games of 2019 (Year to Date):

  1. NBA 2K20
  2. Mortal Kombat 11
  3. Borderlands 3
  4. Madden NFL 20
  5. Kingdom Hearts 3
  6. Tom Clancy’s The Division 2
  7. Anthem
  8. Super Smash Bros. Ultimate
  9. Resident Evil 2 Remake
  10. Grand Theft Auto V

^Digital PC Sales Not Included, *Digital Sales Not Included, #Digital Sales on Consoles Included

I remain bullish on Ubisoft’s latest Tom Clancy project even if on brand alone, and can see it becoming a mainstay of the chart for the next couple months despite major competition. These games have a knack for being persistent, especially as Ubisoft’s focus on ongoing support.

Bouncing over to the industry at large, overall consumer spending hit $1.278 billion in September. Off 8% compared to the same month in 2018. All three major categories saw year-over-year dips, with hardware experiencing the most precipitous decline (22%) as the console cycle matures.

When taking the year as a whole, total spending is down 6% to $8.3 billion on lower console sales.

Nintendo Switch was again the best-selling piece of gaming hardware in the States, which it’s been each of the past 10 months, plus it’s still the top dog for 2019 as a whole. Which makes sense. It’s the only hardware showing momentum when it comes to the domestic market, as Nintendo of America revealed it’s sold 15 million Switch units in North America alone since launch in March 2017. Not only that, Switch sales year-to-date are up an impressive 20% compared to the same time frame last year.

Though even the launch of Switch Lite couldn’t offset declines in competitor consoles, as September hardware spend in the U.S. totaled $306 million compared to last year’s $328 million. This is more of a decline than I anticipated, with Lite providing less of a boost. Or perhaps its counterparts dipped more than I thought. Either way, these things combined to show that hardware needs more than a dedicated handheld Switch iteration to grow again.

For 2019 to date, hardware is off 21% to $1.9 billion. Expect this trend to continue and even worsen with next generation slated for holiday 2020.

On the software side, domestic spend was down 4% in September to $732 million. Driven by the launches of Gears 5 and The Legend of Zelda: Link’s Awakening respectively, Xbox One and Nintendo Switch software sales actually rose during September. Though not enough to counteract weakness in PlayStation 4 game purchasing.

A bit of a bright spot is that for the year so far, dollar spending on software is actually flat at $3.9 billion. Nintendo Switch is showing enough strength to completely offset declines elsewhere.

Finally, accessories and game pad dollar spend dipped 7% compared to this time in 2018, to $306 million. Spending in this last category for 2018 through September is $2.6 billion, which is down a slight 2%.

That said, it’s time for the buzzer. All the super intriguing monthly stats are courtesy of The NPD Group, namely friend of the site Mat Piscatella. Check out his detailed post on Twitter or EEDAR and be sure to give a like on his YouTube video, which has even more information.

Tomorrow we’ll be getting back into earnings season with my latest calendar post, so the fun never stops! Talk again then.

Sources: The NPD Group, Take-Two Interactive, Electronic Arts, Nintendo.

-Dom

Destiny 2: Shadowkeep: Day 2 & 3 Recap: Power to the Players

In my initial piece after Destiny 2: Shadowkeep launched on Tuesday, I spoke generally about my impressions of Bungie’s latest update plus the studio’s general direction shift for the franchise going into the third year of this sequel. Today, I’ll provide an update of where I’m at as a player gearing up for today’s Garden of Salvation raid and Vex Offensive mode as part of the Season of the Undying, plus praise new quality of life initiatives while also critiquing the new armor and modification system.

It’s a little later than usual, since I’ve been on the grind.

For those that have played since the original in 2014, the general cadence of a Destiny expansion for those looking to gear up quickly for endgame activities is to blast through early story content and quests until hitting what’s called the “soft cap,” a point at which the player needs more powerful sources to drive one’s Light/Power level towards the maximum. In this case, all players begin at 750 Power then naturally work upwards to the soft cap of 900. Powerful sources are then required to climb towards 950, at which time Bungie has now introduced “pinnacle” sources that go up to 960. The development team describes this trajectory in more detail in a recent weekly post.

This means powering up takes some strategy. Plus, having two or three characters doesn’t hurt as gear can be transferred between them. I’ve been in the middle of this power trip, and loving it, while at the same time admitting that it’s certainly not for everyone. At least not on a shortened timeline.

Thing is, I firmly believe that even the most casual of player can have a great time with Shadowkeep as long as they are able to tolerate some familiar enemy designs. Its base story of the mysterious pyramid on the Moon and Eris morn’s guidance through a treacherous set of nightmare enemy encounters culminates in what I think is a really cool finale, and if one stops there then it can certainly be a satisfying conclusion. Especially if this happens over days or weeks rather than hours.

One item I’d like to clarify is that while Shadowkeep certainly has a “campaign,” this is far from the end of its story. With Bungie’s new ongoing approach, activities will now start up across the entirety of the Season of the Undying, beginning with today’s raid and event. While in the past the narrative was more contained in the initial expansion, now it unfolds over time. Which is awesome for those of us that want more, though it’s difficult to do a formal review and many players won’t stick around for the best of its content.

Back to where I’m at, then let’s chat on where we’re going.

Once the base campaign ends, the Moon opens up to a plethora of activities that reward powerful and even exotic gear. This includes a replay of the introduction Shadowkeep mission, going on more “Nightmare Hunts,” the three-player mini-strikes against spooky versions of familiar bosses like the knight Crota and wizare Omnigul.

Eris also asks you to help track down the Memory of Sai Mota, one of her deceased fireteam members. This particular quest has players engaging in quick forays into Lost Sectors strewn about the moon, crafted areas in unique sub-locations with a boss encounter. There’s also a curious exotic quest that has players tracking down a very unique and expertly-designed rocket launcher.

Spending more time on the Moon reveals hidden lore and random enemy encounters that help build out the game’s environment storytelling is welcome after the main missions conclude. Plus, I’ll take any chance I can to enjoy the nostalgia.

Across the solar system, there are now plenty of powerful loot opportunities. Many vendors at the Tower social space now offer weekly bounties, plus one of the game’s most amazing quality of life updates in the ability to generate daily bounties that can help level up both the seasonal pass and work towards achieving these weekly powerful drops. It’s legitimately one of the biggest game changers in the Destiny grind, in that rather than having to wait for the game to reset bounties daily like it’s done in the past, players can ask a vendor to create a bounty for 3,000 glimmer. I can’t oversell how important this is.

Another quality of life feature that changes the game is the new quest and bounty tracking screen. Even if I wish we had more slots to hold quests and bounties with an ability to filter them, splitting them into their own categories on the menu screen makes for much easier tracking. It feels like this system, one that’s so integral to the endgame progression, is close to being absolutely stellar.

One area fans have been vocal about in the past is wanting to pick which kinds of gear to chase rather than relying on random drops, which can result in a situation where you have one piece under-powered compared to everything else. Bungie briefly offered this in the original game, then more recently within the Season of Opulence with the Menagerie activity. This continues on the Moon, with an artifact called the Lectern of Enchantment. Players can purchase bounties specific to an exact piece of gear, then set out to earn it knowing full well how to accomplish it. A very helpful tool, especially since the weapon design here is top-notch.

While Shadowkeep certainly has a “campaign,” this is far from the end of its story. With Bungie’s new ongoing approach, activities will now start up across the entirety of the Season of the Undying, beginning with today’s raid and event. While in the past the narrative was more contained in the initial expansion, now it unfolds over time.

While many powerful sources are tied to activities that have been in Destiny 2 for a while now, namely the Crucible PvP mode plus strike playlist that rotates bespoke missions, I intriguingly found it refreshing to complete these with friends because I hadn’t played much of the game in a couple months. And now that the game’s main Director page clearly shows the rewards from every activity type, this time is much more streamlined.

Once I was done with everything, I had achieved 935 Power level and am geared up for today’s endeavors. I strongly urge any lapsed or new players to at least give this powerful chase a try after hitting 900 Power, since it gives a great taste of everything Destiny 2 has to offer. This game is nowhere near what it was back in 2017, with the introduction of things like raid lairs, Gambit and new competitive modes, that there’s plenty fun to have even after the initial ramp ends.

So, what to do now?

I know the above might sound overwhelming, though Destiny 2 is slowly turning into an action multiplayer online game with more role playing elements than ever before. This is clearly shown by the new armor system, one that I now have more experience with though won’t fully appreciate its depths until the meta-game is established.

“Armor 2.0” is a major move, so I’ll try to recap as best I can. First, it brings statistics related to melee, grenade and super ability cool downs in the form of Strength, Discipline and Intellect respectively much more the the forefront. A throwback to the original game. Players see exactly how long each cool down lasts, and every piece of gear comes with its own levels that can be adjusted through modifications.

Speaking of modifications, Armor 2.0 scraps the fixed attributes of earlier gear and introduces a system of modifiers whereby players can pick where to focus based on how much “Energy” they apply to that piece. Want more ammunition for a certain weapon class? Slap that modifier on your armor. Play more of a long game with snipers and need better target acquisition? There’s a mod for that. Do you have the desire for every finisher to regenerate your health? You get the idea.

The difficulty here is that it’s obvious this system is in its infancy, because the implementation is off in multiple ways. Put plainly: It’s unclear how to earn mods and the interface is messy. Instead of revealing each modification type, what it does and how to earn it, Bungie only shows players the ones we’ve earned so far. It then limits the modification types that can be applied to armor, yet doesn’t communicate that explicitly.

I’d prefer the menu show all mods available, then list out where we can find the ones we’re missing rather than being vague about it. I know it takes away from the mystery, but it’s so much better from a usability standpoint and that’s what’s key for an intricate new system. I appreciate the flexibility offered by this updated setup. It’s still got a long way to go before I can call it user-friendly. We’ll need to check back in there down the line, as I’d wager the team will take feedback and work towards cleaning this up.

This game is nowhere near what it was back in 2017, with the introduction of things like raid lairs, Gambit and new competitive modes, that there’s plenty fun to have even after the initial ramp ends.

This brings us to today. It’s one of the most exciting days in the history of Destiny, with the launch of two major activities within the broader Season of the Undying: the Garden of Salvation raid and the mysterious Vex Offensive activity. Both of which sound like they expand on Shadowkeep and its narrative, hopefully in meaningful ways.

Garden of Salvation is the latest six-person raid. Guardians will traverse to what’s called the Black Garden, a place out of time that is actually where the first game’s base campaign ends. It kicks off this afternoon in a World First race that pros and streamers alike compete to decipher its puzzles and beat down its bosses.

Raids are my favorite part of Destiny by a wide margin. Each is set in a distinctly crafted, unique and beautiful setting with individual lore elements that tie back to the main universe. They take coordination, teamwork and skill due to the complexity of puzzles and combat encounters. These epic missions also offer some of the highest level and coolest looking gear possible, which is crucial in a loot game. Our team will be there at the start, and I’m looking forward to sharing my experience here and on Twitter after we get a lot of time there this weekend.

The second event is a newer style one for Season Pass owners, dubbed Vex Offensive. Apparently the time-manipulating robot race of the Vex are amassing on the Moon (in addition to the other aliens, as it seems a popular destination for invasion these days) and Warlock Vanguard leader Ikora Ray has tasked Guardians with pushing them back. It’s a six-member, match-made activity that sounds a lot like last season’s Menagerie. There are currently nodes on the Moon’s map that allude to this activity, though beyond this we don’t know too much more just yet.

It’s currently a bit.. Vexing!

Before concluding, I wanted to give a shout out to the entire team at Bungie for hitting a player count milestone this week. According to Destiny Tracker, the game boasts more than 15 million registered players. While less than the 30 million of the original game, which was notably available on Xbox 360 and PlayStation 3 in addition to current generation consoles, this is still a feat that we should celebrate as a fan base. The more Guardians, the better!

Alas, I could write for hours about the world of Destiny, its evolving mechanics and its bright future. I’d say I’m somewhere between an enthusiast and hardcore fan, since there’s still plenty for me to do and learn within this evolving title even if I’ve sunk many hours into playing.

Today is historic for the franchise and Bungie’s independence, and I’m mostly upbeat with where Shadowkeep is going despite the handful of noted hesitations above. I’m excited at the prospects for folks that stick around, it sounds like we’ll even be a part of the story that shapes this game going forward.

Good luck, and eyes up!

Sources: Bungie, Destiny Fandom, Destiny Tracker, Screenshots on Xbox One X.

-Dom

Destiny 2: Shadowkeep Day 1 Recap: Serving Up Nostalgia

We’re going back to the Moon!

Yesterday saw the launch of the latest expansion for 2017’s first-person sci-fi shooter Destiny 2, entitled Shadowkeep, which is part of a re-imagining of sorts for the franchise that saw its start way back in 2014. The now independent studio Bungie, splitting from Activision Blizzard this summer, launches its latest expansion alongside a free-to-play version of the base game called Destiny 2: New Light. Not only that, it’s moved the PC version from Activision’s Battle.net to the more universal digital platform Steam from Valve Corporation.

This isn’t even to mention the myriad of changes coming to the shared world online multiplayer title itself. Notably this includes quality of life updates, the roll-out of a brand new armor customization system plus the introduction of a seasonal type pass offering rewards for ranking one’s character up.

As you’d imagine from the above, the team at Bungie’s vision for Destiny as a franchise is beyond ambitious. Game Director Luke Smith provided fans with a three part Director’s Cut manifesto back in August that described how the game is changing to an action multiplayer game with an evolving world where everyone can play together.

Being a long-time fan, I will acknowledge that I start from a place of nostalgia and appreciation. This also makes me more hyper-critical than most. You’re probably wondering how it went during Shadowkeep’s kick-off yesterday. I’d like to keep a running documentation here on my experience, with context provided when I can, so let’s Keep it moving.

Playing since the original game’s early days, I’ve grown accustom to long waiting times every time a new influx of players hits during expansions. This time was no different, though even more pronounced due to Bungie launching the aforemention paid expansion, free-to-play version and a Steam version all on the same day. I understand wanting to align these for consistency, but man that’s a lot to ask of the tech teams.

The benefit of this is it obviously attracts people to the game. On PC alone, Steam concurrent players neared 220K at its peak. The digital deluxe version of Shadowkeep and the underlying game achieved the best-selling titles yesterday on its store. Which means that it’s not only enticing for new players, it’s that existing and lapsed players alike are jumping back in to see the new story lines and updates.

Despite some emergency server maintenance lasting a couple hours, Destiny 2: Shadowkeep luckily stabilized early enough for me to play through the entirety of its new campaign and experiment with its new systems and more endgame content. And it was really good.

With one, potentially major, caveat..

It was this good because I love Destiny.

For newer players and those with more of a passing interest? I don’t know if Shadowkeep will hit as hard. I especially question whether it will keep them coming back after this initial wave, which is the most difficult part of an ongoing, live service title. This carries forward throughout the actual story content of the expansion, as we face against all too familiar foes that appeal to us as fans though could very well feel redundant to everyone else.

Let’s step back momentarily. At its core, Destiny 2 is an online multiplayer game where we team up with buddies to eradicate hostile aliens from our solar system. It’s segmented into different planetary locations where various missions and activities take place. It’s much more a loot game than competitors in the first-person shooter genre, where players seen the best guns and armor to tackle even more difficult quests then progress towards an endgame that features raids, dungeons, competitive multiplayer and more.

One of these locations from 2014’s original Destiny was Earth’s Moon. A fan favorite, really, with its spooky vibe and opportunities for exploration. Sparing the details of its extensive back-story and lore, alien races called the Hive and Fallen now inhabit the moon and the player, called a Guardian, is tasked with clearing them out and defeating their leaders.

With Shadowkeep, players return to a modified version of the Moon. Most of it is the same layout as the original, offering familiarity and nostalgia for diehard players though I could see it drawing ire from lapsed players as a “been there, done that” vibe. I’ll note that the Moon has changed since our time here years ago, the Hive have erected a massive “Red Keep” structure towering over the lunar surface with a mysterious new enemy at its core.

Our guide on this journey is Eris Morn, a returning character in the game’s universe. She spent years hiding among the sinister Hive beings, which are essentially evil incarnate, after a mission gone bad. She’s learned their intricacies and knows that they post a serious threat to whatever is left of humanity.

Turning to missions themselves, the start has Guardians fighting in a more social type of environment against waves of Hive in an attempt to storm the Red Keep. It’s an epic return to this familiar setting, since it takes place in a brand new sub-area where the team’s stellar art direction really shines. The shooting is as good as ever, since not much has changed there other than weapon balancing, and Bungie is one of the best in the business when it comes to game mechanics.

Despite some emergency server maintenance lasting a couple hours, Destiny 2: Shadowkeep luckily stabilized early enough for me to play through the entirety of its new campaign and experiment with its new systems and more endgame content. And it was really good.

As is customary for a Destiny expansion, this amazing opening kicks off a new mini-campaign in which we take on quests all across the Moon plus can play in open, public spaces to tackle public “events,” clear out enemy enclaves called Lost Sectors and generally explore for items and secrets.

Without getting into spoiler territory, Bungie weaves older enemies into the mix here as Nightmares, fearsome shadowy versions of former foes which Guardians have to hunt down in order to help Eris learn more about the core threat. It’s great from an art and atmosphere perspective, and very much a setup that favors those who love the game. We recognize these enemies and their tactics. We’ve faced them all before. While I think this is smart from a nostalgia perspective, it really only appeals to those that don’t mind retreading old fights.

I can see the argument from lapsed players that Shadowkeep is repetitive. A rehashing. It might even feel old, which is the opposite of what an expansion should be. I wouldn’t have a great rebuttal, other than to say that I love it because it makes me remember all the fun I’ve had in years past when it makes someone else feel like it’s more of the same.

Now, I’ve argued for years that Destiny isn’t a traditional shooter and shouldn’t be judged as such. It’s a loot game that you play with friends. The whole point is to earn new weapons and armor, to find materials and modifiers that help you level this gear with the end goal of looking the coolest, feeling the most bad-ass and beating the highest level challenges it has to offer.

Shadowkeep initially looks great from this angle. Everyone begins at the same Power level (Or Light level, for veterans) and the game is generous in the flow of new, cool stuff. By the time I finished the campaign, I had a beefy exotic hand cannon, an awesome heavy machine gun and a full set of new legendary armor, hitting a point in my Power that I could now move into later game activities. There’s also the opportunity to pick up bounties that offer specific types of gear, rather than relying on the usually random drops to level up.

If we’re talking loot, this latest expansion is excellent. Though collecting every piece of gear isn’t a priority for most players, which goes back to the retention question. If lapsed players feel like they’ve seen this all before, and don’t see the appeal of hording stuff, what’s the point in sticking around?

Well, part of Bungie’s strategy towards player retention is making changes to the overall universe then the more nitty gritty systems and quality of life, which we’ll chat a bit on here before wrapping for the day.

First, Shadowkeep kicks off what’s dubbed Season of the Undying in which Bungie shifts to a more “evolving world” approach. This isn’t meant to be a one-time, traditional update. There are events planned, new missions to run and powerful gear to chase in the weeks to come. Powering up to tackle the Garden of Salvation raid this weekend or new Vex Offensive activity (“Vex” are another enemy race) are key to keeping player’s attention amidst a busy fall release schedule.

Still, this again targets the hardcore less than the general player base. It’s a delicate balance. I love the strategy, though am still skeptical of its implementation and overall appeal to many people returning for Shadowkeep. I do want to make sure to say that offering a free version in New Light is an excellent decision, allowing a taste of every activity and location without much barrier to entry.

One new major feature that does target everyone is the Battle Pass-type roadmap where everyone can unlock seasonal rewards just by playing the game. This includes actual weapons and armor, in addition to materials and cosmetic items. I wasn’t sure how I felt about this approach at first, though admittedly am warming up to this as it’s yet another carrot-on-the-stick. And this time, it appeals to all players since rank-ups happen organically. Kudos here to the studio for intelligently adopting this model that can be rampant with pay-to-win tactics.

Flipping to more focused changes, I haven’t dabbled much with the new “Armor 2.0” system which offers much more flexibility in how gear is customized. I did like how specific gameplay customization options are now split up from appearance, though will have more on this topic in the days to come.

Long-time fans will debate how weapon and ability changes impact the Destiny “meta” game longer term, though again this is something I won’t get into this much since I want this to be more of a general recap.

I want to know which visionary at Bungie thought of adding the new finisher system, and give them the highest of fives. It’s one of the best parts of this update, and that’s not hyperbole.

Finally, the introduction of Finishers is pure and utter genius. Most enemies can be “finished” with a flashy melee kill when at low health, and it never gets old no matter how many times I do it. The best part is that players can earn new finishers later in the game, or through the seasonal pass, and can assign modifiers that offer perks like enemies dropping more ammo when killed by a finisher.

I want to know which visionary at Bungie thought of adding the new finisher system, and give them the highest of fives. It’s one of the best parts of this update, and that’s not hyperbole.

This brings us to the end of the first day recap now that Shadowkeep is officially here. As with most live games, there will be hiccups along the way. I’m really enjoying my early time with the latest update to Destiny 2, though still maintain my skepticism that players other than those as crazy as me and my clan will be here for longer than a week or two.

Until tomorrow!

Sources: Steam, Bungie, Screenshots on Xbox One X.

-Dom

Madden NFL 20 Remains Victorious as U.S. Video Game Sales Slow in August

Football season has finally kicked off here in the States, and Madden NFL 20 scores yet another victory on the domestic monthly video games sales charts. An impressive streak for the perennial best seller, even if overall software sales hit a slump in August.

This year’s installment in the Madden franchise was the top-selling game last month between August 4th and August 31st, according to industry research firm The NPD Group. Based on this solid momentum, Madden NFL 20 has moved up the standings to become the 3rd best-selling title of 2019 to date.

It’s a recurring theme. This is the seventh year in a row that an Madden game has led August. In fact, the annualized series itself is the number one selling sports franchise of all time in the country. It’s the most consistent in this segment for good reason, reiterating that football is the most popular sport in America.

Publisher Electronic Arts recently shared that this year’s title welcomed the most players ever for a National Football League (NFL) opening weekend. While the figures are definitely padded by a free trial effort, combining this with its two consecutive months atop the monthly sales chart and vaulting to #3 on the year-to-date shows not only how much of a sales giant it is but also how it’s still part of both sports and casual gaming culture.

The best part is Madden serves as the metaphorical first whistle signalling the start of the Fall sales season, which really picks up next month then culminates during the holidays. Speaking of sales, let’s get into the numbers.

In terms of overall spending on the games industry last month, consumers racked up $666 million across hardware, software and accessories/game cards. A figure which is down 18% compared to this time last year. For 2019 to date, industry spend is $7 billion in total. Six percent lower than the comparable period leading up to August 2018.

Each of the three main segments saw declines, though the eye-catching statistic resides within software. Consumer spend on games totaled $257 million, a decline of 22% year-on-year. This is the lowest figure for an August month in 20 years when spend on software totaled $234 million back in 1998. The summer is a notoriously slower time for games, even more pronounced this year due to where we are in the general console cycle.

Here’s the thing. The data is clear, August was way slow. However, when broadening the scope to look at the full year, software spending in the U.S. is actually up since last year. Overall software sales rose slightly to $3.1 billion, boosting up 1% compared to the same time frame during 2018.

Strength in Nintendo Switch output is obviously fueling this growth amidst long-in-the-tooth competitors, though I’d argue legacy multi-platform games like Minecraft and Grand Theft Auto V still appeal to folks capitalizing on console discounts and buying the half-step PlayStation 4 Pro and Xbox One X hardware iterations.

There you have it, I’ve found the silver lining in a somewhat dreary report. Context is important. It’s not just about each month, it’s about how that month impacts the aggregate.

Moving over to hardware, this segment dipped 22% to $167 million. Switch was the only console to see growth since last August. For the year so far, hardware is sitting at $1.6 billion which is a decline of 21%.

In case the trend isn’t obvious, Nintendo Switch yet again earned the top hardware spot as measured by dollar sales and units sold. The same as it’s done since the holiday season in 2018. Because of this, it retains its position as the best-selling console of 2019. I wouldn’t be surprised if this holds through November and beyond. Can discounts on PlayStation 4 and Xbox One can do anything to stymie Switch’s run?

Accessories and game pads round out the three main segments, generating $242 million in August and totaling $2.3 billion for 2019 to date. These figures are down 6% and 2%, respectfully.

Here’s the thing. The data is clear, August was way slow. However, when broadening the scope to look at the full year, software spending in the U.S. is actually up since last year. Overall software sales rose slightly to $3.1 billion, boosting up 1% compared to the same time frame during 2018.

On to the rankings!

Let’s see the software list then delve into it. First we’ve got the August monthly game chart, then the year-to-date best sellers. This is based on dollar sales when combining physical and digital for those companies that participate in The NPD Group’s data gathering effort.

Top-Selling Games of August 2019 (Physical & Digital Dollar Sales):

  1. Madden NFL 20^
  2. Minecraft#
  3. Grand Theft Auto V
  4. Fire Emblem: Three Houses*
  5. Super Smash Bros. Ultimate*
  6. Super Mario Maker 2*
  7. Mario Kart 8*
  8. Mortal Kombat 11
  9. Tom Clancy’s Rainbow Six: Siege
  10. Astral Chain*
  11. Marvel’s Spider-Man
  12. The Legend of Zelda: Breath of the Wild*
  13. Red Dead Redemption 2
  14. Call of Duty: Black Ops 4^
  15. Age of Wonders: Planetfall
  16. Super Mario Party*
  17. Marvel Ultimate Alliance 3: The Black Order*
  18. New Super Mario Bros. U Deluxe*
  19. The Dark Pictures: Man of Medan
  20. Assassin’s Creed: Odyssey

Top-Selling Games of 2019 (Year to Date):

  1. Mortal Kombat 11
  2. Kingdom Hearts 3
  3. Madden NFL 20^
  4. Tom Clancy’s The Division 2^
  5. Anthem^
  6. Super Smash Bros. Ultimate*
  7. Resident Evil 2 Remake
  8. Grand Theft Auto V
  9. Red Dead Redemption 2
  10. Days Gone

^Digital PC Sales Not Included, *Digital Sales Not Included, #Digital Sales on Consoles Included

Beyond Madden in the lead, Minecraft and Grand Theft Auto V round up the top two spots. Nope, this isn’t 2014. Your eyes aren’t deceiving you. Both are still selling, especially during a slower month for new releases other than a major sports franchise. My ongoing theory is every new console buy means a copy of at least one of these games, if not both. Especially Grand Theft Auto V. Following these mainstay legacy titles were Fire Emblem: Three Houses at the 4th spot then Super Smash Bros. Ultimate fighting to #5.

In fact, the list is a whole bunch of Nintendo. Half of the top ten is comprised of games published by the Japanese gaming giant exclusively for Switch. This includes the only brand new release squeezing into the Top 10: Astral Chain. The third-person action game developed by PlatinumGames debuted at #10 during August. Considering Nintendo doesn’t share the digital portion of software sales, this is an even more impressive start. Especially knowing the game isn’t part of an established franchise, albeit made by a popular developer.

Quick note on Fire Emblem: Three Houses, this is its second month within the Top 5 overall list as last month it occupied the #2 spot. Its second month sales were the best ever for a game within the Fire Emblem series, and it’s approaching lifetime sales of the franchise top-seller 2012’s Fire Emblem: Awakening. A testament to both Nintendo’s software direction plus the global appeal of the brand now.

Another new title which is much deserving of a shout out is Age of Wonders: Planetfall from developer Triumph Studios and publisher Paradox Interactive. This fifth iteration within the Age of Wonders strategy series released early in the month and landed at #15. Most impressively, it generated the best initial month ever for an Age of Wonders game in dollar sales terms. For a release within a more niche genre usually targeting the PC crowd, grabbing a Top 15 spot is excellent.

On the other hand, a couple other major August releases didn’t fare as well. The Dark Pictures: Man of Medan, the first installment in a new horror franchise from Supermassive Games, cracked the Top 20 with its start at #19. Considering the multi-platform title’s late August release window plus its lower price point, this actually isn’t too bad of a result.

Remedy Entertainment’s Control on the other hand didn’t make it into the Top 20. While critically acclaimed, including in a review from your boy, the combination of releasing within days of the month end plus no digital sales here means it’s not part of the top-sellers. That caveat of publisher 505 Games not contributing digital sales is important, so really this ranking isn’t telling the entire story. A full story which, unfortunately, we likely won’t hear without the publisher sharing anything official.

That about wraps it up for this monthly report. Regular visitors will already know, but in case it’s your first time: friend of the site Mat Piscatella is an essential follow on Twitter as an analyst representing the NPD Group. Check out his video for further details on last month’s data, including individual platform rankings and all that fun stuff.

Till next time. Stay safe.

Source: The NPD Group, Electronic Arts, Nintendo, Paradox Entertainment, Warner Bros. Interactive Entertainment.

-Dom

Review: It’s Worth Taking a Plunge into the Pinball-Themed Creature in the Well

Amidst the pantheon of pinball-inspired video games like Sonic Spinball, Devil’s Crush and more recently Yoku’s Island Express, Creature in the Well cements its position right from launch then makes a definitive case to be considered among the very best. Boasting beautiful art and snappy mechanics plus a mysterious plot line, Flight School’s creative indie blends mechanics in the most unique of ways. It’s a seamless mix of traditional pinball elements, dungeon-crawling and sword combat that rewards the player constantly. Even with minor quality-of-life omissions, late game pacing hiccups and tricky boss encounters, I can’t recommend it enough.

Noticeable right after, hm.. launching the game is its eye-catching artwork. Almost paper-mâché in its aesthetic. A wide-ranging color palette featuring bright oranges and subtle blues creates a world in which a massive sandstorm has forced survivors to retreat within a camp called Mirage, guarded by the ever-present, titular “Creature.” Its minimalist approach is ideal in this setting, in that it acts to enhance the game’s focus on mechanics rather than causing any distraction.

General premise is the player hacks and slashes through the world as the last “BOT-C” robot engineer, trying to power up a massive weather device built into a mountain that can allegedly dissipate the storm. “How?,” one might ask. Well. By plunging into abandoned areas of the mountain to smack balls of light at objects to create energy, naturally! Individual goals come down to powering up a number of areas within the apparatus, each with a distinct color arrangement and theme like Power Reserves or the Archives. The ultimate end being to overcome the Creature then switch on the machine.

Characters such as a friendly amphibian Roger T. Frog, a descendant of one of the original weather device project leads, plus half alligator, part alien Danielle are the sole non-playable characters (NPCs) present in this world. The Creature lurks literally down in a well on the outskirts of Mirage, taunting throughout the journey. Villagers hint they are hiding in their homes while you approach. A clever way to instill mystery, even if I’d prefer it be more interactive. It’s low key a funny game, between intimate dialogue sequences with Roger and Danielle in addition to documents or world items found at the end of each section.

Boasting beautiful art and snappy mechanics plus a mysterious plot line, Flight School’s creative indie blends mechanics in the most unique of ways. It’s a seamless mix of traditional pinball elements, dungeon-crawling and sword combat that rewards the player constantly.

It’s remarkable to remember that Creature in the Well is the work of mainly two developers from Flight School’s studio, Adam Volker and Bohdon Sayre, with bits of support from additional teammates. There’s more content and lore than I anticipated. Throughout my upwards of eight hours with the game it becomes increasingly clear that every section is hand-crafted with obvious reverence for the game’s inspirations.

Presentation is via an isometric view, though its camera is much more dynamic than traditional games using this perspective. Shifting in angle while following the protagonist winding through corridors. Moving vertically while confronting the Creature in a boss fight. I’m openly not a huge fan of games using this type of vantage. It’s essential here to maximize the viewing angle and effectively simulate a virtual playfield, so I applaud the design choice over a more third-person action or static top-down like say The Legend of Zelda.

Each room is a self-contained puzzle, the source of the game’s real joy. Progression is achieved by absorbing energy through slashing orbs with one’s weapon to bounce them off bumpers, slingshots and related pinball accoutrements. BOT-C then opens doors with said energy, proceeding on to the next. Gameplay is furious and fluid, with obstacles to dodge and barriers to consider. In its most obvious tribute to its pinball roots, the best sequences require a level of precise shot-making that’s instantly gratifying. Volker and Sayre succeed in layering mechanics even late into the expedition, like exploding energy pillars or switches that cause pathways to emerge. It’s familiar enough without being predictable.

Game feel is top-notch, and it has to be here in order for it to work, with responsive controls and quick movement capabilities. Hit feedback is punchy, causing weapons to feel powerful when smacking around orbs. It’s worth saying Creature in the Well is far from an easy game, though I’d argue it’s accessible to all gamers. Certain rooms where enemies, hostile orbs and obstructions surround the player are tough. The nice part is other places offer no resistance whatsoever, they exist purely to build up energy while enjoying bright lights and flashy sounds. Like being able to control the flippers when a machine is stuck in attract mode.

Now, this might all end up feeling stale or overstaying its welcome if it wasn’t for nearly two dozen items and upgrades available. These are found strewn throughout both Mirage and the mountain, in secret areas. Which always provide a sense of accomplishment. While a few are cosmetic, the two main categories that drastically impact play are Strike Tools, which facilitate ball striking, and Charge Tools that impact how BOT-C takes hold of orbs then aims accordingly. Reminiscent of catching that coveted silver ball at the base of one’s flipper, in hopes to gain better aim.

I’ll admit when I first picked up a baseball bat or frying pan, I wasn’t quite sure how these would help. Or if they were only there to be visual and auditory pleasures. It then builds momentum by offering tools relevant to each section, like a magnetic fork or electrifying wand. Which are hugely important the more puzzle elements are thrown at the player. A personal favorite is the Fan Blade, which slows time to a crawl and opens potential for pinpoint precision. Later on, finding a weapon with a laser sight is, pun intended, a literal game-changer.

There are also cores around the world that allow Danielle to upgrade BOT-C’s health back at camp. This is essential for later stages, I highly recommend seeking these hidden areas. Oh, I almost forgot, your character wears a cape! So it’s only natural to have some fancy patterns available to find. My first standout was a regal shade of purple, then I finished the game with a scarlet ensemble. Fellow Hunters in Destiny or Castlevania enthusiasts will know just how cool it feels to dash around adorned with a beautiful, flowing cloak.

This all proves the duo of developers has crafted a title which embodies the “one more try” attraction of great pinball machines and dungeon crawlers alike. I’d even love the addition of challenge modes or high score trials. The mechanics are so tight that I’d welcome these if the team offers them in the future, albeit likely not realistic since they might be moving onto other things (bring that on, too!).

Gameplay is furious and fluid, with obstacles to dodge and barriers to consider. In its most obvious tribute to its pinball roots, the best sequences require a level of precise shot-making that’s instantly gratifying. Volker and Sayre succeed in layering mechanics even late into the expedition, like exploding energy pillars or switches that cause pathways to emerge. It’s familiar enough without being predictable.

While the loop of cutting through puzzles then returning to Danielle for upgrades is addictive, I do wish the town was more dynamic. Allowing me to hear stories from survivors or showing more reaction to my efforts. It feels drab once exploring it the first time. There’s one notable change that happens towards the third act, which highlights how much of a missed opportunity this is. I didn’t experience an urge to be in the hub world for any longer than I had to be.

Before ending this round, we’ve got to talk boss fights and difficulty. The antagonizing Creature chucks barbs at BOT-C throughout the game. Like an annoying skeleton with glowing eyes. It brags about how it’s controlling the town. Stalks from the shadows. Though curiously, it never actually destroys you. Instead it thrives on failure, plucking you from a dungeon and resetting your progress, which makes it all the sweeter when given the opportunity to stop it.

Most Creature fights are well-designed, challenging yet manageable. The type of balance that’s necessary in this context. Unfortunately, this isn’t always the case. Two later bosses in particular are severely frustrating, totally killing both my character and the steady momentum the game had up until then. Because of later game pacing interruptions, Creature in the Well suffers a similar fate as many games in that its conclusion requires multiple attempts. Each one more exasperating than the last. Problem is, it’s less a culmination of skills and more the game throwing all of its myriad of tactics at once, leaning on that for difficulty rather than more advanced mechanics.

It was moving at such a consistent clip that I was struck by how devastating it felt. Somehow the very last gauntlet is much better, though breaking through the two Creature fights that almost stymied my motivation was an endeavor. While I felt like quitting, the gameplay was still so spirited that I’m glad I stuck through it. Fair warning is all.

Turning to quality of life features and other options, these are somewhat limited which is unsurprising. There’s no brightness setting, minimal visual flexibility. No colorblind mode. Due to its higher difficulty late game, any sort of assist mode would be welcome to increase accessibility. A mini-map displays in the bottom right corner with no quick way to expand it. As I noticed multiple unused buttons, ideally one of them could bring up the map rather than having to tab through the start menu.

Nintendo Switch performance is solid running on Unreal Engine, no complaints in docked mode. It’s especially great to move and fight with a Pro Controller. Handheld mode is fine though not preferred, unless you’re looking for artificial challenge. Joystick and button positioning means it’s trickier to be precise with shots and evasion. And oddly it’s noticeably dark when using Switch’s auto-brightness setting. As noted before, there’s limited in-game visual settings. Pushing the system-level brightness up remedies this, colors popping even on the smaller screen though this will of course impact battery life.

Minor complaints on a couple boss encounters and quality-of-life items aside, Volker and Sayre have created something special with this project. A unique take within a hybrid sub-genre. It’s especially telling that I’m praising it this much, considering that isometric hack-and-slash games are not my choice style.

Similar to a classic pinball table or timeless arcade cabinet, Creature in the Well is the type of game that’s both addictive in short bursts plus fulfilling over marathon sessions. The concept is straightforward enough: grab a sword, launch a ball toward the objects in order to clear the room. Which means mastery is the true goal. While a difficulty jump in the final areas are startling compared to everything prior, a rousing finale catapults it into the upper echelon of indie games in general released this year.

Amidst the chaos in a new room or boss fight, there’s that moment of zen within a game’s mechanics that we’re all chasing. Not unlike being razor-focused on an arcade game or entering the zone while flipping on a pinball table. Where onlookers stare, dazzled by the bright lights and nostalgic accents. This is the feeling that Creature in the Well evokes at its best. Which is great, because it’s at its best almost the entire time.

Title: Creature in the Well

Release Date: September 6, 2019

Developer: Flight School

Publisher: Flight School

Platforms: Xbox One (Xbox Game Pass), Nintendo Switch, PC (Windows 10 & Steam)

Recommendation: For anyone that even remotely likes pinball or dungeon crawlers, Creature in the Well is a must-play indie game this year. Honestly, even if these genres don’t often interest you, I still bet you’ll end up thinking it’s well worth the price of admission. I certainly did!

Sources: Popagenda, Flight School, Nintendo, Screenshots from Nintendo Switch.

Disclaimer: Review code provided on behalf of Flight School.

-Dom

Review: Remedy’s Latest is Good, Though I Still Wanted More Out of Control

“It feels sane. Or, just the right kind of insane.”

These are the words of Jesse Faden, main protagonist of Control, musing during a particularly trippy stretch of Remedy Entertainment’s latest video game.

It’s an apt encapsulation of the mind-bending science fiction adventure. It’s way out there, and there’s a lot Remedy gets right. Even if it’s certainly not all right.

Out last week, Control is the latest title from Remedy, the Finnish developer best known for early Max Payne installments, Alan Wake and most recently Quantum Break. (Main writer Sam Lake is one of gaming’s most recognized narrators.) All third person action games, the latter two being plenty wacky in story and presentation. Control keeps in the tradition as an over-the-shoulder single-player adventure where shooting is a key element, plus expands to include abilities of the telekinetic and traversal variety. It’s much more an exploration into the metaphysical and paranormal realms than even Quantum Break, and its mechanics reflect this.

The player takes (I won’t say it, I won’t say it..) hold of the aforementioned Jesse, a woman with a mysterious past, a precious secret and a singular goal: To find her brother Dylan. After an otherworldly event in their hometown, her younger sibling was taken 17 years earlier by a secretive government agency called the Federal Bureau of Control (“FBC”) which investigates paranormal activities and unexplained occurrences using a near unlimited budget. It’s a setup reminiscent of the Men in Black or The X-Files, less common in games than in other media which allows an ideal backdrop for Remedy’s unique brand of storytelling.

Jesse arrives at FBC headquarters, dubbed The Oldest House, a nondescript and unrealistically massive structure in New York City to search for Dylan. Upon entering, she meets a wise, friendly janitor then enters the Director’s Office only to discover the former Bureau leader has been murdered. She picks up his old Service Weapon, which of course means that she’s now the Director. (Naturally. Talk about fast-tracking a career.) This begins a wandering tale of searching for answers in a game world that seems to offer only unending questions.

World items and collectibles in Control are among the best in gaming. Legitimately. Hundreds of pick-ups are strewn about the world. It seems excessive, I know, but it isn’t! In an impossible accomplishment, Remedy crafts each of them to offer bits of lore or tidbits of information that supplement the main campaign.

Unfortunately, The Oldest House’s variety of areas like Research divisions and Executive suites are overrun by a transdimensional virus Jesse names the Hiss. It infects human bodies to transform them into either floating, blabbering shells or creepy, hostile entities. There’s also a kind of mold spreading, which transforms folks into stumbling “hosts,” apparently unrelated to the Hiss though equally as troubling. These groups are the main opposition, the implication being there are deeper forces behind them unbeknownst to even the smartest in the Bureau.

It’s a great foundation, which allows the team to flex its incredible art directing, atmosphere setting and world-building talents. The unsettling vibe results from blending a cookie-cutter corporate aesthetic with spooky lighting and empty spaces, transforming areas that should be bustling with activity into Hiss-infested territory. Because of its alignment with paranormal experiments, the building takes on a life of its own. Shape-shifting and changing form. Almost a character in itself. While unfortunate for employees, this benefits gameplay in application since it allows Jesse to traverse across more varied and vertical areas.

To put it plainly, Control is out there. And that weirdness is obviously intentional, in true Remedy fashion. Its eerie atmosphere grabs attention immediately, then permeates throughout its near 12-15 hour playtime. The team’s focused, absolutely amazing art direction somehow transcends plain corporate spaces into uneasy environments, giving a spectral feel to what should be comfortable. Abandoned laboratories are riddled with scrawled post-it notes and scattered paperwork, where idle research instruments sit unused as researchers float above, chanting in tongues due to the Hiss virus taking hold of their being. It’s unnerving, and beyond effective.

And my, how exquisite is the sound design. It’s impossible to oversell how much it contributes to the experience. When the player enters a new area, an audio cue blares to announce one’s arrival. Sound accentuates action, namely as Jesse deftly wields her abilities. Flinging pieces of the environment here and there while dodging income fire, bullets blazing past with a terrifying “WHIZZ.” Remedy even uses a lack of sound to its advantage, then sprinkles delicate notes or haunting strings in the background depending on the theme of each area. Everyone from the team involved with audio design deserves a raise for this grand achievement.

Turning to story and pacing, describing the main path as a slow burn is an understatement. Once Jesse gets her bearings and encounters the Hiss, she begins seeking out survivors. This begins with Emily Pope, a perky research assistant that’s amassing the few sane people left within a sort of hub space in the Executive sector. Pope advises to track down the remainder of the former Director’s management team, not understanding the urgency of her new Director’s visit because Jesse has not revealed her true intention.

The cast of characters Jesse chases is a laundry list of archetypes. The “mad scientist” Head of Research Dr. Casper Darling, “foreboding former Director” Zachariah Trench and “tough-as-nails” Head of Operations Helen Marshall to name a few. There is one stand-out individual in the oddly prescient janitor Ahti, who makes his premonitions in a sort of endearing garbled English. He seems to know the building, and its secrets, better than anyone else. While many of these are stereotypical, I did find it intriguing to track down their whereabouts and learn about each through context clues and environmental pieces (more on this later!).

Overall, it’s a cryptic, borderline incoherent narrative until the third act when Remedy at least attempts to bring everything together. It’s a lot of “go here, do this and I’ll tell you something later” framework. I know this is a common tactic, I just felt Remedy could devise more intermittent story payoffs rather than saving everything for the end. Or perhaps a radio system that gradually fills in the blanks during missions. Control uses a more of a self-reflective approach, Jesse constantly converses with herself, which adds to the suspense though hurts its structure. Then when Remedy attempts to reconcile the narrative, it remains abstract. Even if by design, it’s still dissatisfying after investing so much time.

Pacing is extremely difficult in non-linear and exploratory experiences. Control blocks off certain areas for endgame using either locked doors or entrances out-of-reach without certain abilities. Plus, Remedy delves into side quests not featured in its earlier endeavors. These are erratic in quality, plus make the game feel bloated. Especially a sort of randomized fetch quest type. Constantly distracting and mostly unnecessary.

A couple of these mini-quests do offer memorable experiences in super cool areas of The Oldest House (maybe even outside of it). One in particular has Jesse cleansing “Altered Items,”everyday objects possessed by unknown forces, for the contact that runs a Containment wing. It seems like busywork at first, then surprises when certain items transport to a multidimensional “Astral Plane” with its own terrors awaiting. If Remedy focused only on these quests, skipped the others, the experience would feel much tighter.

World items and collectibles in Control are among the best in gaming. Legitimately. Hundreds of pick-ups are strewn about the world. It seems excessive, I know, but it isn’t! In an impossible accomplishment, Remedy crafts each of them to offer bits of lore or tidbits of information that supplement the main campaign. These can be corporate forms filled out by sarcastic researchers or personal journals describing a company book club. Or live action video of Dr. Darling’s instructional videos, then his slow descent into madness as he learns more about the risks of paranormal research. Then there’s the disturbing educational puppet show made by employees, for children to learn more about the FBC. This word-building approach through in-game lore is a staple of Remedy games, and is the most consistent part of Control.

Control is solid. Shoot, it’s good. But I still can’t shake the fact that, despite its positives, it doesn’t meet its potential. Like a masterful piece of music degraded by poor recording quality or a fine wine served alongside moldy cheese.

I’ll also compliment the heck out of the studio’s creativity in going beyond abstract concepts to illustrate them using concrete examples. “Objects of Power” are collected by Bureau, basically everyday things like a phone or refrigerator that exhibit special powers due to exposure to parallel realities. Then there’s “Altered World Events,” supernatural occurrences. Jesse even occasionally traverses the Astral Plane when learning new powers, showing her special connection to the supernatural and offering a welcome divergence from the corporate backdrop.

Now I’m likely in the minority, however I think combat is one of Control’s weaker aspects. It’s severely underwhelming in the first half, namely due to average shooting mechanics, a feeble melee attack and a noticeable lack of powers. Abilities are then doled out too slowly. There’s just Launch in the early game, which allows Jesse to control objects and throw them at enemies. Finally the game introduces powers like Evade, Shield and my personal favorite Seize, where Jesse can recruit Hiss allies. These spice up combat later, and destroying parts of the environment under its flexible physics engine feels great. I was hoping to get a base level of each power from jump, then expand from there to learn combinations and synergies. There are at least upgrade paths that offer enhancements, because it’s a video game in 2019.

The Service Weapon is both a novel concept and pretty cool in application. It’s a singular firearm that switches forms, each offering a different mechanism like automatic fire or shotgun blasts. Jesse can have two forms equipped at once, and Remedy uses animation cues to distinguish between them. A nice touch. Still, Service Weapon upgrades don’t make much of a difference until the most rare drops start appearing. Offering additional damage against enemy shields or increasing zoom for the precision weapon type are hyper-specific, though admittedly helped against certain enemy archetypes.

Beyond combat, navigating through the many halls of The Oldest House proves frustratingly difficult. Mainly because of how vertical the level design is combined with how poor the map is at displaying direction. There’s no mini-map or compass available. Limited visual indicators, other than in-world signage. The map screen itself often doesn’t even function properly, only halfway loading the names of sections without showing any details or outlines. This is less annoying early, though increasingly insufferable as Jesse visits new areas. Luckily, there’s fast travel. Though again its effectiveness depends on how many “Control Points” one has unlocked.

One much-discussed topic surrounding Control is its inconsistent performance, namely on base consoles released earlier this generation. Digital Foundry goes into much more detail in its great piece, with the verdict being that the game is tuned for PC play though Xbox One X is the best console option. I played on this platform and still experienced issues with frame-rate, texture pop-in and sound drops. Especially during hectic fights, which combine frame-rate dips with a low health effect where the screen turns red. I’m one of the more forgiving you’ll find when it comes to performance, so you know it’s an issue when I point it out.

I also experienced random difficulty spikes, even later game when I was supposed to be at my most powerful. Moving around during combat is integral, the Evade ability crucial. Which eats up chunks of Jesse’s energy bar. Unexpectedly, there’s a couple intensely frustrating boss fights as much due to mechanics as performance. Dying multiple times when you have the mechanics down is agonizing. Had to take a break then return when I wasn’t as ticked off. An instant derailment to general flow, which is much more important in action games than other genres.

Before wrapping, a quick minor spoiler warning for the more sensitive to general plot developments. It’d be a mistake to ignore story progression and the abruptness with with its resolution occurs. Without going too much into detail, Jesse does (eventually) get around to investigating what happened to Dylan. The payoff of her investigation and the ultimate conclusion were underwhelming, not to mention much of the exposition is conveyed via dialogue sequences rather than fluid storytelling. I get this is a byproduct of a lonesome protagonist, though even the content of the narrative was convoluted separate of its delivery.

All in all, whew. This is a long piece. Because there truly is a lot to like in Control. Its chilling sci-fi vibe. Art design of its environments. Incredible, genius world-building through collectibles and in-game videos. Perfect implementation of sound and audio cues. A physics engine that allows for destruction of environments. Select meaningful side quests that go in unexpected directions. Those late game instances where shooting and abilities coalesce into a dazzling display of combat proficiency proves there are plenty of special moments to experience. If you make it that far. Not to mention I dig any game with thought-provoking subject matter, namely what happens when humans experiment with things not of this world and how it impacts those involved.

Control is solid. Shoot, it’s good. But I still can’t shake the fact that, despite its positives, it doesn’t meet its potential. Like a masterful piece of music degraded by poor recording quality or a fine wine served alongside moldy cheese. Average shooting that isn’t up to par with rivals. Awkward navigation resulting from a disconnect between level, map and in-game indicator design. An intentionally opaque story with limited twists and turns or intermittent payoffs. Too many performance issues across platforms. Superfluous side missions and randomized fetch quests that pop up even during tense story moments or monumental boss fights.

Remedy is certainly the type of larger independent studio that I love in theory. Unafraid to take chances amidst competitors intent on churning out annualized franchises or attempting to mimic the success of other games within a given genre. Control is the byproduct of this ingenuity, though for reasons of budget, timing or personnel decisions, doesn’t quite levitate above the realm of perfectly good games with untapped potential.

I’ll certainly remember it when all is said and done this year. For its ambition as much as its failures.

Title: Control

Release Date: August 27, 2019

Developer: Remedy Entertainment

Publisher: 505 Games

Platforms: PlayStation 4, Xbox One, PC.

Recommendation: Control is unique within the third-person action-adventure genre in its unconventional subject matter and strange storytelling approach, so it’s worth experiencing if you enjoy Remedy’s earlier efforts. Just keep in mind frustrations are still present, and I believe they will impact your enjoyment. Oh, and it sounds like you shouldn’t play it on the original PlayStation 4 or Xbox One at least until a patch hits (if ever) due to performance hiccups.

Sources: 505 Games, GamesPress, Remedy Entertainment, Digital Foundry, Screenshots from Xbox One X.

-Dom

Madden Scores & Fire Emblem Soars in July’s Monthly U.S. Game Sales Report

Madden is a perennial sales Giant

The summer is cooling off here in the States, which means the video games sales charts are starting to heat up. Each year, Electronic Arts’ football franchise Madden effectively kicks off a packed release schedule for the early Fall leading into the holiday season. As it stands, yes, we’re now in the trenches (my fellow football fans know).

The latest installment Madden NFL 20 released a bit earlier than usual, which means it just quarterback snuck into The NPD Group’s tracking period for July (which ran from July 7th to August 3rd). Its widespread brand recognition led to scoring the top spot in last month’s combined sales rankings, as measured by total dollar sales generated. Amazingly, this is the 20th *consecutive* annual Madden game that’s earned the overall lead in its release month, a staggering accomplishment for the team at the major U.S. publisher.

Keep in mind, its statistics count only a couple days on sale.

Madden NFL 20 laid out its competition to instantly become 8th best-selling game for the entirety of 2019 to date. This speaks to the strength of the franchise amidst a broad national audience, plus the sheer popularity of football as a sport domestically. Electronic Arts recently announced strong final week pre-orders plus that “well over half” of launch sales were digital, marking the first time digital has outpaced retail in the series’ long history. However, what the company didn’t share is even more intriguing. Does this mean that total sales are lower compared to last year? It’s possible this is the case, even if its launch sales are solid compared to non-Madden titles.

Anyone that tracks these things knows the franchise is a perennial winner in the U.S. marker. Early indications prove it will once again likely achieve Top 5 status when 2019 wraps up its final quarter.

All that said, I’d argue the most impressive story of July’s charts and really 2019 as a whole continues to be Nintendo. Six of the Top 10 games last month are available on its Switch hybrid hardware. The standouts being a scorching debut for Fire Emblem: Three Houses, which secured the 2nd overall spot, and a somewhat surprise seller in Team Ninja’s Marvel Ultimate Alliance 3: The Black Order as it assembled enough cash to reach its #4 ranking.

Fire Emblem: Three Houses achieved the best single launch month in Fire Emblem history, as the latest strategy JRPG mash-up outsold the previous leader: 2017’s Fire Emblem: Shadows of Valentia.

Its fantastic release strength now makes Three Houses the 2nd top-selling title in the series ever domestically, behind only Fire Emblem: Awakening from 2012. Yes. Ever. With only a month of tracking. This is incredible, and a testament to its now global appeal. Which I’ll partly attribute to characters being included in the successful Super Smash Bros. mash-up fighting games, as its latest release from December is still charting.

I know I shouldn’t be shocked a game featuring the Avengers and related superheroes would sell so well. Still, Marvel Ultimate Alliance 3: The Black Order is a Nintendo Switch exclusive which means only a segment of the market can purchase it. And purchase it, that segment did. Which makes its Top 4 position that much more notable. Previously, its predecessor grabbed the #7 spot at launch in September 2009. Knowing the demand for Avengers right now is sky high, I’m curious to know how well the multi-platform Marvel’s Avengers from Square Enix will fare when it’s out in May 2020. (I’d imagine Marvel will still be popular then. This is the expert analysis you’ve come to expect, I know.)

It’s worth noting that Switch results are actually even crazier than it seems initially. Nintendo doesn’t share digital in the context of NPD charts. Which means physical alone boosted these games up the list. Combined sales are even higher! I was quite bullish on Fire Emblem: Three Houses from jump, though admittedly underestimated the strength of Marvel Ultimate Alliance 3: The Black Order. ure Nintendo’s competitors aren’t producing many exclusives right now due to respective console cycles coming to a close, though it’s still eye-catching just how well the Japanese game maker is doing in the States as both a hardware maker and publishing partner.

One notable absence for July is Wolfenstein: Youngblood, though Bethesda Softworks does not share digital split. And it’s a less expensive title than competitors, which means it naturally generated less dollar sales. I anticipated this would happen, though there still was a slight chance it could slip into the Top 20. Bethesda still has DOOM Eternal upcoming in November as its flagship autumn title.

It only makes, hm.. cents to chat about the overall market now after hitting on individual names.

Spending in the U.S. during July actually increased slightly since this time last year, to $762 million. Though under 1%, so essentially flat. Which I’d argue is a mild surprise, due to the major slowdown in hardware sales off 22% and accessories/controllers dipping 12%. Consumer spending on software made up the difference, accelerating 34%. Though the caveat I’d offer is Madden did move up to the July time frame compared to debuting during the August sales period in 2018.

Nintendo Switch was once again the leading console by dollar sales generated, a spot which it’s held consecutively on a monthly basis since the holiday season. It’s the only piece of hardware to see gains since this time last year, as its competitors declined due to long-in-the-tooth cycles. Same as June, it’s also the #1 seller for 2019 to date.

This portion is the most predictable of all, as Switch continues to churn out major releases on a then legacy titles show solid momentum due to them appealing to a variety of audience slices especially the younger demographic. With a new model boasting improved battery life now hitting shelves and its Switch Lite iteration shipping in September, I can’t see a case where it isn’t the leading seller every month for the foreseeable future.

Quick update on software this year so far. Mortal Kombat 11 continues its dominance atop the chart, making it yet again the best-selling game of 2019. In fact, it’s now behind only Mortal Kombat X (2015) within the franchise overall for lifetime domestic sales. Another impressive stat is that MK11 now occupies the 5th spot on the fighting game genre all-time chart. NetherRealm Studio’s hit likely won’t retain the top spot once next month rolls around, though its legs since April release means it has been on quite a.. hm, run. I anticipate it will remain in the Top 6 through year-end.

Taking the year-to-date chart as a whole, it’s very similar to June. The exceptions being Red Dead Redemption 2 moving up to #7 and Madden NFL 20 slotting in at the 8th spot. These moves pushed Sekiro: Shadows Die Twice out of the Top 10, though From Software’s latest game is still doing extremely well with its 3.8 million units sold globally since February.

Now then. Let’s look at the full multi-platform list itself then the year’s best sellers, before our final whistle.

Top-Selling Games of July 2019 (Physical & Digital Dollar Sales):

  1. Madden NFL 20^
  2. Fire Emblem: Three Houses*
  3. Super Mario Maker 2*
  4. Marvel Ultimate Alliance 3: The Black Order*
  5. Minecraft#
  6. Grand Theft Auto V
  7. Super Smash Bros. Ultimate*
  8. Mortal Kombat 11
  9. Mario Kart 8*
  10. The Legend of Zelda: Breath of the Wild*
  11. Marvel’s Spider-Man
  12. Tom Clancy’s Rainbow 6: Siege
  13. Call of Duty: Black Ops IIII^
  14. Crash Team Racing: Nitro Fueled
  15. Red Dead Redemption 2
  16. Tom Clancy’s The Division 2^
  17. MLB 19 The Show
  18. New Super Mario Bros. U Deluxe*
  19. NBA 2K 19
  20. Assassin’s Creed: Odyssey

Top-Selling Games of 2019 (Year to Date):

  1. Mortal Kombat 11
  2. Kingdom Hearts 3
  3. Tom Clancy’s The Division 2^
  4. Anthem^
  5. Resident Evil 2 Remake
  6. Super Smash Bros. Ultimate*
  7. Red Dead Redemption 2
  8. Madden NFL 20^
  9. Days Gone
  10. MLB The Show 19

^Digital PC Sales Not Included, *Digital Sales Not Included, #Digital Sales on Consoles Included

If you are interested in individual platform results, I highly recommend perusing NPD Group analyst Mat Piscatella’s Twitter thread and corresponding video coverage. It’s one of the main sources here, plus the never-ending knowledge of yours truly. Humble, I know.

Though in all seriousness thanks for stopping by to look at the charts and hear some context surrounding the month’s results. I’ll be back soon with more reviews and sales talk, it will pick up the pace from here!

Sources: The NPD Group, GamesPress, Nintendo, Electronic Arts, Warner Bros. Interactive Entertainment.

-Dom

Earnings Calendar Jul & Aug 2019: Gaming, Media & Tech Companies

No more funny business!

Alright, maybe just a little. Because it’s that time again. The most fun you’ll have all season. It’s way too hot (at least here in the States) to go outside, so spend the next couple weeks as one should right now: hanging in the air conditioning reading through financial reports and analyzing fancy numbers, of course.

If that’s your type of thing, you’re in the right spot. I’ve compiled the closest thing to a full list anywhere in the world for upcoming earnings dates from major global gaming, tech and media companies. I know you’re busy. Hope this will keep things organized.

You’ll notice something a bit different this time. Select rows are listed as not reporting this quarter. This is the result of trying to document as many names as possible, though not every international company reports quarterly. Some only share numbers semi-annually. I’ll keep them on the list for quick reference or access to the investor site, though we’ll have to be even more patient to see how those in particular are doing.

Full calendar image is above, then there’s the Google Doc link below that has each of them listed individually. A number don’t have set dates yet, though we have a general sense based on trends. Scroll further to see which three companies I’m monitoring closely this quarter. Truly appreciate your visit, please check back for updates!

Working Casual Earnings Calendar Jul & Aug 2019: Gaming, Media & Tech Companies

Sony Corp (SNE): Tuesday, July 30th

The Japanese gaming and consumer conglomerate has been bolstered lately by excellent results within its gaming division. While software and services are growth engines this late in the current cycle, I’m actually intrigued by how hardware is holding up since the PlayStation brand is maintaining better momentum than anticipated. Namely, will this be the quarter where Sony’s successful PlayStation 4 console eclipses the 100 million units shipped? If so, it would be only the sixth piece of hardware to ever cross this coveted threshold. two of them being earlier Sony consoles with the original PlayStation at over 102 million and PlayStation 3 achieved a whopping 155 million. Based on the lifetime sales of just under 97 million and the company’s trend of moving approximately 3 million or more PS4 in the past couple quarters ending June, there’s certainly a chance it reaches this milestone. Though I’d bet it happens later in the summer.

Capcom Co Ltd (9697): Thursday, August 1st

The resurgence of Osaka-based Capcom is one of the most uplifting stories of the current generation. Last year’s.. hm, yes I’m doing it. Last year’s monstrous hit Monster Hunter: World continues its momentum as it amazingly hit 13 million units sold just this past week, widening its margin as the company’s best-selling game ever. January’s Resident Evil 2 Remake is the 5th best-selling title of the 1st half of 2019 in the States according to NPD, and has eclipsed 4 million units at last count. March’s Devil May Cry V showed well at launch and is estimated to be nearing the 3 million unit threshold. Continued sales of these should make for solid results in the quarter ending June, though I’m actually more interested in where executives go with guidance. Especially in light of Monster Hunter World’s Iceborne expansion due out September. And where’s the company going with its fighting game approach? Will it factor in a brand new Resident Evil entry, perhaps for early next calendar year? We likely won’t know for sure until later, though any change in guidance can give us enough information to at least speculate!

Super League Gaming (SLGG): Mid August

Yup. This is a new one. eSports community and content platform Super League Gaming is the latest in gaming initial public offerings (IPOs), raising proceeds of nearly $23 million back in Q1. It’s an intriguing, modern business model in a growing industry where the firm operates more as a community platform for amateur players rather than solely competitive games for pros. Effectively highlighting content creators on social media, hosting events and offering a technology platform to organize all of it. Based on its first quarterly filing as a public company back in April, revenues nearly doubled and it’s established multiple partnerships with companies like Best Buy, Logitech and the aforementioned Capcom. With annual revenue estimated at $1 million, I’m curious to see how it continues to monetize this type of community approach especially since it’s aligned with major titles like League of Legends and Minecraft.

Sources: Company Investor Relations Websites & Press Releases, Sony PR, Capcom PR, NPD Group, Super League Gaming, Games Press.

-Dom