Sony’s PlayStation Group Delivers Solid Fiscal 2024 Q1 Despite Double-Digit Hardware Declines

As the earnings calendar dictates, here’s another recap incoming.

Today I’ll be rounding out the big three of gaming after my articles on Microsoft and Nintendo!

Sony Corp shared fiscal 2024 first quarter results in Japan. As usual, I’ll focus on its Game & Network Services (G&NS) segment i.e. the PlayStation business, which had a solid three-month period, boosted by services and add-on content, despite a distinct lack of catalysts especially for hardware.

Here’s the headlines from PlayStation’s April to June 2024 quarter.

  • Revenue increased 12%, albeit mostly due to yen weakness.
  • Operating profit moved up over 30%.
  • PlayStation 5 hardware unit sales declined double-digits.
  • PlayStation Network (PSN) saw comfortable user growth.

There’s significant impact from currency movements on a Japanese company that operates globally. Fluctuations have a major impact on sales, and to a lesser extent on profit. As I’ll show later, without exchange rate deterioration, PlayStation revenue growth would be a more modest 1%.

PlayStation 5 shipments appear to have topped off, at least for now and perhaps permanently, as it now trails its predecessor by an even wider margin than last quarter. The upward trajectory of financials here are being bolstered by PSN and downloadable content spend, not to mention savings from laying people off and closing studios.

Management pointed out an “increase in sales from network services, mainly PlayStation Plus,” which clearly benefited from recent price increases, while also noting the “decrease in sales of hardware due to a decrease in unit sales.”

Read on for a closer look at the group’s performance plus a set of near-term predictions.

As you’ll see in the gallery above, here’s the scoop on PlayStation’s quarter overall.

  • Revenue rose 12% to $5.56B.
  • This included $589M of currency impact.
  • Operating profit jumped 33% to $419M.
  • This included of currency impact.

Excluding currency movement, the top line (revenue) was a slight increase of 1% while the bottom line still generated an impressive 30% gain. Executives did call out first party software sales as one of the contributors, alongside impressive growth for services and add-ons.

The firm also mentioned peripherals. I’d guess partially the DualSense Edge controller and mostly the PlayStation Portal. I’d love if Sony shared more about how the cloud-based streaming handheld is faring. Indicators point to a good amount of demand, I’m just unsure about how many were actually produced for market. I also don’t think the gains were from PlayStation VR2.

There’s also the unfortunate impact of layoffs that are meant to reduce costs, which is one reason G&NS profit metrics are up. It happened after the quarter end, yet something like Bungie is an example that any subsidiary can be hit by layoffs or restructurings in the hopes that these numbers will look better for investors.

Underlying the sales movement were the following categories by dollar sales:

  • Add-On Content rose 37% to $1.87B.
  • Network Services increased 28% to $1B.
  • Hardware dipped 22% to $941M
  • Digital Software lowered 8% to $912M.

The G&NS segment is effectively being carried by its services and downloadable content slices, the knock-on from something like Helldivers 2 or MLB The Show 2024, those PS Plus price increases and the likes of June’s Elden Ring: Shadow of the Erdtree and, albeit to a lesser degree, Destiny 2: The Final Shape expansions.

Taking into account this latest quarter, I’ll now tally the trailing 12-month figures.

  • All-time high annualized revenue of $28B, up 14%
  • Operating profit 24% higher to $1.97B.

In both cases, the annual trend-line is quite positive due to some of the same aforementioned reasons as the quarter, while acknowledging sales are highly susceptible to currency fluctuations.

I’ll now expand on the hardware side, namely around units shipped to retail.

  • PlayStation 5 shipped 2.4M between April and June.
  • During Q1 last year, the console moved 3.3.
  • PlayStation 4 also had 3.3M in the same quarter.
  • PlayStation 5 lifetime sales are now 61.7M, behind PlayStation 4’s 63.5M.

While these numbers seem gloomy, I wouldn’t yet overreact on this console generation. (Not until next year’s Grand Theft Auto VI, at least.) PlayStation 5 is keeping up with or exceeding the sales speed of consoles historically. It’s trending 7% above PlayStation 4 in the United States, according to Circana, and will be the top seller in most key markets this year.

It’s no secret PlayStation 5 adoption is slower than the previous cycle. Sony also didn’t provide an update on sell-thru to consumers, which was at 50M back in December 2023. Based on this, I assume it hasn’t crossed the 60M milestone despite shipping nearly 62M to date.

Now, switching over to software unit sales stats from this latest announcement.

  • Game sales across PlayStation were 53.6M, down from 56.5M.
  • First party titles totaled 6M, compared to 6.6M.
  • Digital downloads contributed 80%. (Pretty sure an all-time high.)

Management attributed growth from software to first party sales, which I assume counts Koei Tecmo’s Rise of the Ronin and Shift Up’s Stellar Blade, both of which were published by Sony Interactive Entertainment. There was also May’s PC launch of Ghost of Tsushima, fitting with the firm’s strategy of diversifying beyond consoles.

Signs point to lower output on the third party side for Final Fantasy 7 Rebirth, compared to last year’s Final Fantasy XVI. These exist under a console exclusive relationship that will probably go away soon based on Square Enix’s decision to shift towards multiple platforms.

In terms of general engagement, which is often driven by evergreen games like Minecraft, Fortnite and Roblox in combination with newer experiences, Monthly Active Users (MAUs) across PSN jumped from 108M to 116M. It was down sequentially since the March quarter’s 118M.

It was a decent start to PlayStation’s 2024 fiscal year, featuring slight revenue growth excluding currency impact, a nice boost to operating profit and a great supplement from PSN alongside its subscription business. Publishing partnerships with Asian developers like Team Ninja and Shift Up appear to have appeal within Sony’s global user base, even if not directly driving console sales.

PlayStation 5 may have very well peaked, indicated by a couple quarter’s worth of lower unit sales, though we’ll know for sure if that’s the case within the next year or so between the potential for an upgraded model plus a massive Rockstar Games title that may well lead to widespread upgrades.

Progressing into the fiscal year, it’s time to review Sony’s increased annual outlook for PlayStation.

  • Now expects full year revenue up 1% to $27.8B.
  • It would be a new local currency record.
  • Operating profit guidance is now $2.1B, which would be up 10%.
  • PlayStation 5 shipment forecast remained at 19M, unless I hear otherwise.

I’d see this sort of slight upward revision in guidance as reassuring, especially since it happened in a first quarter, when companies are often unsure about moving around their expectations.

Especially with the yen’s continued weakness, the revenue number should be achieved. That level of profit is also reasonable, even if I see downside depending on how PlayStation navigates costs, for example if a new PlayStation 5 is in development and production.

It’s that hardware portion where I’m more cautious than management. I initially thought Sony might increase the forecast over the fiscal year. I’m now betting it remains flat into next quarter. Personally, I have PlayStation 5 units at 19M to 19.5M in fiscal 2024.

Sony needs a spark, and it doesn’t have much on the exclusive side as the commercial season ramps up. There’s live service shooter Concord, which has been praised during its testing phase though there’s questions around its broad interest. AstroBot is a near full-priced platformer, the closest thing to the brand’s true mascot. I’m not sure it’s blockbuster or system-seller material.

I see more impact from external titles, for instance Ubisoft’s double feature of Star Wars Outlaws and Assassin’s Creed Shadows. Electronic Arts has its sports franchises, including the likes of July’s EA Sports College Football 25 at 5 million players strong. Then there’s Call of Duty: Black Ops 6 from Activision Blizzard which might be hampered in this context by its inclusion on Game Pass.

The elephant in the room is how about that long-rumored PlayStation 5 Pro? The closer we get to the holidays, the more dubious I become it will both hit market in 2024 and have a notable impact outside of “enthusiast upgraders.” If a fancy model is going to be out by October or November, Sony’s running out of time to start up a big marketing push.

Thanks again to everyone who stopped by for my latest recap of a major player in the games industry. Be safe and take care, all!

Note: Comparisons are year-over-year unless otherwise noted.

Exchange rate is based on reported average conversion: US $1 to ¥155.6.

Sources: Circana, Company Investor Relations Websites.

-Dom

Helldivers 2 Launch Pushes PlayStation to Annual Sales High & Profit Growth in Fiscal Year 2023 Report

As earnings season marches on, I’ll wrap up this week with my final recap of the big three gaming manufacturers.

Sony, the largest of the group by sales, has reported its fiscal year 2023 results. In this piece, I’ll cover mostly the annual financials to give a broad perspective of where the PlayStation division has been recently and will be soon.

If any of the data is quarterly, I’ll point that out.

That said, here’s the big headlines from PlayStation’s portion:

  • Achieved record annual revenue above $29B.
  • Reported double-digit operating profit growth.
  • Biggest year of unit sales for a PlayStation device despite missing target.
  • Breakout success of Helldivers 2 across both console and PC.

Underlying the record top-line and profit performance was a boost in third party sales, including downloadable content, headlined by the likes of surprise hit Helldivers 2 from Arrowhead Game Studios and Insomniac Games with Spider-Man 2, the former highlighting the benefit of adopting PC and the sizeable upside of live service risk.

Additionally, yen depreciation had a tangible impact on annual growth, as I’ll illustrate shortly. This currency effect is amplified for Japanese companies operating globally.

Throughout this time frame, PlayStation 5 hardware closed the lifetime sales gap with its predecessor and passed another milestone on the global best-seller list. On the software side, unit sales increased while shifting towards a digital split.

“During the PlayStation 4 generation, we were able to significantly grow profits in this segment thanks to rapid digitalization and the expansion of network services,” management wrote.

“In the PlayStation 5 generation, which has capitalized on the established PlayStation 4 user base, the trend is hard to see due to the impact of stay-at-home demand and acquisition-related expenses, but, since the launch of the PlayStation 5, we have continued to achieve a high level of, and more stable, profit growth.”

Read on for more detail around Sony’s latest numbers and predictions for the next year!

The above slides show Sony’s Game & Network Services (G&NS) division results for the year overall.

  • Annual revenue increased 17% to $29.55B.
  • This included $1.9B of currency impact.
  • Operating profit rose 16% to $2.01B.
  • This includes $267M of currency impact.

I’d point your attention to the above gallery, namely the operating income chart I compiled which illustrates the Helldivers 2 effect, and more broadly shows what happens when Sony’s live service effort pays off. Quite literally.

Until the final quarter of its fiscal year, operating profit was trending down 25%. After January to March, the year ended up as a double-digit increase!

Moving on to products categories within G&NS, here are select annual revenue and growth stats:

  • Hardware was $8.39B, up 8%.
  • Add-On Content hit $7.5B, up 26%.
  • Digital Software at $5.89B, up 29%.
  • Network Services reached $3.78B, up 17%.

On the strength of newer launches and evergreen titles, Add-On Content surpassed Hardware in Q4 alone, though the latter became the leading segment for the full year as PlayStation 5 reached the middle of its life cycle (yes, already!).

Within the console side of the business, it was a banner year for shipments even if Sony’s forecast was too ambitious (as I wrote since they first posted it). Hardware results were:

  • PlayStation 5 shipped 4.5M units in the March quarter, down from 6.3M.
  • This led to a fiscal year shipment total of 20.9M, compared to 2022’s 19.1M.
  • Slightly below Sony’s 21M target, and well below its original guidance of 25M.
  • Still, it’s above PlayStation 4’s 20M in the same year, which was its best.

Check out the image below for a full comparison of the last two Sony console generations, showing that PlayStation 5’s current 59.3M lifetime was less than a million off PlayStation 4 at 60.2M, much closer than other points in their launch-aligned history.

As for the broader industry, PlayStation 5 officially surpassed the lifetime unit total of Microsoft’s Xbox One, which launched in 2013 and ended at 58M. The next milestone will be Nintendo Entertainment System at 61.91M, which I’d imagine it might have already reached as I write this.

Here’s further insight into how software did for the G&NS segment during fiscal 2023.

  • Unit sales reached 286.4M, up from 264.2M prior year.
  • Sony-made titles made up 39.7M of that, down from 43.5M.
  • Digital downloads comprised 70%, up from 67%.

The clear winners were a pair of sequels in October’s Spider-Man 2 and February’s Helldivers 2, the latter being PlayStation’s fastest-selling game ever amassing 2M units in 12 weeks. For context, 2022’s God of War Ragnarök sold 10M in 10 weeks.

Can’t forget about the likes of Blizzard’s Diablo IV and Capcom’s Street Fighter 6, plus the continued benefit of annualized sports and shooter titles, even on an off year with the lackluster Call of Duty: Modern Warfare 3.

Then, to a lesser extent, there was contribution from Square Enix’s Final Fantasy titles. In recent investor materials, Square Enix pointed out Final Fantasy 16 and Final Fantasy 7 Rebirth, both PlayStation exclusives, missed expectations (what else is new). With Square’s move to multi-platform, the days of third-party exclusives are clearly dwindling.

We also heard a bit from Sony on engagement, driven a lot by evergreen titles that dictate the market leader’s success here. As I mention in recent Circana U.S. sales recaps, tons of people play console primarily for experiences including Fortnite, Roblox, Minecraft and Grand Theft Auto V.

Sony reported that Monthly Active Users (MAUs) across PlayStation Network ended the year at 118M. While that’s no longer an all time high, which was achieved the prior quarter with 123M, it was still up 10M year-on-year.

The final stretch of fiscal 2023 was a fantastic one for Sony, pushing it to all-time revenue and generating higher income when it seemed like the year might be a down one for profitability.

A surprise multi-platform hit and PC’s contribution bumped up that profit growth, along with an all-time year for hardware shipments plus ongoing engagement in various legacy games.

Sony has recently backed off its live service push, to focus more on fewer titles in the space. A game like Helldivers 2 proves that all it takes is a single game capturing the zeitgeist to drive financial growth and keep an audience coming back for more.

It doesn’t hurt to have a simultaneous PC launch, a platform with a notoriously passionate user base. (Better or worse.)

I’ll quickly look ahead to Sony’s expectations for the coming year. Here’s the PlayStation forecast:

  • Revenue will be down 2% to $29.1B.
  • Operating profit to increase 7% to $2.15B.
  • PlayStation 5 shipments of 19M, down almost 2 million.

“As we enter the second half of the console cycle, we expect the number of new PlayStation 5 units sold to gradually decline,” management wrote in its remarks.

“However, by steadily maintaining and expanding the consistently increasing number of active users and user engagement, while also strengthening control over business costs, we believe that we will be able to steadily increase sales and profits from the PS platform going forward.”

Overall, I’m guessing G&NS will achieve these goals, and perhaps even increase the console shipment guidance to 20M. I’m expecting a lot of consumers upgrading and new buyers for Grand Theft Auto VI, expected to launch in calendar 2025.

Executives also reiterated that its new sci-fi multiplayer IP Concord will be out in this same time frame, as it aggressively moves to improve margins and incorporate the PC market. Could there be others launching by the fiscal year end?

Speaking of executives, Sony announced the replacement for exiting PlayStation boss Jim Ryan. Or should I say replacements, and both are internal hires. Hermen Hulst (my prediction back when the Ryan news broke) and Hideaki Nishino be co-leaders, heading up new respective groups within Sony Interactive Entertainment.

With that done, this concludes my latest recap. I recommend checking out socials for more coverage of earnings season and everything across the games industry landscape. Thanks for reading, be well!

Note: Comparisons are year-over-year unless otherwise noted.

Exchange rate is based on reported average conversion: US $1 to ¥144.4.

Sources: Circana, Company Investor Relations Websites, Sony Interactive Entertainment.

-Dom

PlayStation Sees Record Sales Alongside Profit Declines & Lower Forecasts in Sony’s FY 2023 Q3 Report

It’s already my third major recap of this latest earnings season! Time flies when we’re having fun. And earnings season is the most fun.

Now it’s Sony’s turn. The Japanese consumer tech maker reported fiscal 2023 third quarter results recently and PlayStation set yet another revenue record.

Of course, that’s not the whole story. It’s time to go beyond the “all-time high” headlines to talk about why it’s a really intriguing report and time for Sony’s gaming division, including how profitability is taking a hit even as sales soar, its supplemental material shared some updated stats and executives have again adjusted future expectations.

It’s true Sony’s Gaming & Network Services (G&NS) recorded a best-ever quarterly revenue in the period ending December 2023. Around $10 billion! As it has done a lot recently, driven not just by organic growth due to add-on content and digital downloads, but also continued impact of a weakening yen that works in favor of companies that mainly operate globally.

On the flip side, quarterly operating profit moved down over 25% during the holiday period and is trending towards the worst annual profit of the PlayStation 5 era. There’s both macro and micro reasons for this, including interest rates and high costs alongside weaker internal output and worse hardware losses.

During October to December, Sony shipped 8.7 million PlayStation 5 consoles. While that’s the best single quarter for the console, well above last holiday’s 7.1 million, it’s a million fewer than PlayStation 4 did at the same time and missed estimates enough for them to substantially reduce annual guidance. It’s hard to believe PlayStation 5 is entering the middle phase of its life cycle now trailing its predecessor by a wider margin than even last quarter.

The major story on the software side continues to be Marvel’s Spider-Man 2, which swung above 10 million units sold-through to buyers this month after reaching the 5 million milestone back in October. It carried first-party, and also helped drive Monthly Active Users (MAUs) growth even as PlayStation Plus memberships fell.

These led to management again revising its forecast, this time downward for both revenue and hardware. They even provided a look ahead to next fiscal year, clearly signalling PlayStation 5 annual sales are peaking and will shrink in the back half of its life. As far as games and its tent-pole studios, there are no plans for “major franchise” first-party launches until at least April 2025.

Addressing concerns of profit margins during the company’s conference call, Sony’s President Hiroki Totoki cited at least two reasons: difficulty in cutting prices for hardware and needing to create better opportunities for first-party software on more platforms, including PC.

“How can we, given the situation, put our product lines together to make it affordable, without relying on steep discounts, to reasonably sell them to continue our commercial journey on a sustainable basis?” Totoki said. “I personally think that’s important, and there is an opportunity in that.”

Now into the full rundown of numbers and my current predictions. Buckle up!

Sony’s total revenue moved up 22% in the quarter, to a record amount of $26.19 billion. Operating profit reached $3.24 billion, up 10% and the second highest in its history. Growth here came mainly from Entertainment, Technology & Services (ET&S), Financial Services and G&NS.

Zooming into the gaming division, sales rose 16% to a record $10.1 billion driven by third-party software, downloadable content and exchange rate movement. To illustrate the last point, the impact from yen fluctuation alone was $531 million. This implies “true” dollar sales growth around 10%.

Operating income declined 26% to $602 million because of worsening hardware losses and lower internally-published game sales. Across this most recent three-month period, the PlayStation business represented nearly 40% of Sony’s sales yet under 20% of its profit.

Most product categories within G&NS saw higher quarterly sales, including Hardware up 8% to $3.3 billion or 33% of the total. Add-On Content rose 33% to $2.44 billion, accounting for a 24% slice. Digital Software jumped up 16% to almost $2 billion, at 20% of the total. Physical Software and Other Software both declined, 7% and 30% respectively.

Expanding to the latest annualized numbers gives us a broader sense of where the business is at right now. For revenue, it’s the best it’s ever been at $29.65 billion. Compare that to last year’s $22.62 billion. On the other hand, PlayStation currently has the lowest trailing 12-month profit since Fiscal 2017. It’s at $1.56 billion, compared to well over $2 billion a year back. The size of this deterioration is truly evident when you view the the second chart in the above gallery.

Seeing as the “Big Three” have now all reported this season, it’s a good time to revisit our industry comparison. Using annual numbers, Sony’s massive $29.65 billion is tops across all players, above even Tencent’s $26 billion with the caveat that the Chinese internet conglomerate doesn’t report until next month. Microsoft’s $18.13 billion now includes Activision Blizzard, and Nintendo currently stacks up to roughly $13 billion.

Again I’ll mention that while Sony’s sales are soaring, PlayStation is not nearly as profitable as the likes of Nintendo which has more than twice as much operating profit (over $4 billion) on less than half the sales. And it’s not like this is a recent phenomenon. Even during Switch’s fourth fiscal year, a similar time period, Nintendo’s margins were better.

Want more stats? Well, either way, you’ll get them.

Taking the latest PlayStation 5 hardware shipments into account, its lifetime figure is now at 54.8 million. As you’ll see in the above launch-aligned chart, its predecessor was at 57.3 million at this time in the cycle. Not only that, the gap between the two is widening at the exact time when PlayStation 5 is hitting a plateau.

As for comparisons outside of Sony, the PlayStation 5 is steadily approaching the 58 million lifetime sales territory of Microsoft’s Xbox One and will likely surpass it by this fiscal year’s end in March. Next up will be Nintendo Entertainment System (NES) at almost 62 million, still a fair ways off.

Out of those 54.8 million shipped to market, Sony announced back in December that PlayStation 5 reached 50 million sold-through to consumers.

Unit sales for PlayStation software moved up slightly from 86.5 million this time last year to 89.7 million, an increase of 4%. The skew was much more towards those published externally, given that only 16.2 million or 18% were first-party games this time versus 24%, at 20.8 million, during last year’s fiscal Q3.

Most of first-party’s movement was due to Insomniac’s Marvel’s Spider-Man series, which has now surpassed a healthy 50 million units sold-through in aggregate, inclusive of sales from PC since the first entry back in 2018.

Engagement across PlayStation Network hit an impressive 123 million MAUs in the quarter ending December, an all-time high up from last year’s 112 million. The influx of active users, driven not just by Sony’s titles but also external free-to-play offerings like Fortnite, led to 13% more hours played across the ecosystem.

While the company hasn’t shared PlayStation Plus membership figures since the end of last fiscal year, management’s prepared remarks did point out that subscriptions declined since last year though service revenue did increase.

“Regarding network services, despite the impact of a slight year-on-year decrease in the number of PlayStation Plus subscribers, revenue increased 11% year-on-year,” the remarks said. “Mainly due to the impacts of a further shift to premium services and price revisions.”

Essentially, dollar sales from PlayStation Plus are going up for now because of users going to the premium tiers and the price increases the company has instituted. From my perspective, I would add that’s not necessarily sustainable and I see this as more of a temporary dynamic. It’s known that gaming subscription services are stagnating, and this is one such example.

Another area lacking in the report was any shipment figures for Sony’s latest product launch in PlayStation Portal, which hit market during November 2023. Anecdotally, it seems like supply was highly controlled. While we don’t know specifics, we can infer from category results. The segment called Others, which covers peripherals and PlayStation VR2, jumped up 60% to $698 million in Q3. While still a small slice at 7% of sales, that’s a sizeable bump I’d wager was caused directly by Portal.

When taking the full Q3 report into consideration, it shows PlayStation’s position as one of strength on the sales side, partially due to the yen, and an ongoing struggle for profit growth amidst ballooning development and hardware costs. Yes, there’s general inflation and interest rate impact. It’s also the case that rapid-paced triple-A game development and maintaining hardware pricing as a console ages is not sustainable.

The good news is that software demand and player engagement look healthy. It’s just harder to translate these things into higher margins, especially since attracting players to something like PlayStation Plus requires spending money on partnerships or launching first-party games simultaneously into the service, which Sony is not currently doing. At least management is expanding to platforms beyond console, thus spreading risk and boosting audience reach.

Before closing the books on another quarter, I’ll now looking ahead to the finale of Sony’s fiscal year ending March 2024 and beyond.

In a classic flip flop, after revising annual PlayStation revenue guidance up by 5% last quarter, it now backed that off and reduced it by that same amount. This still translates to an increase of 14% up to $29 billion, which would certainly be a record high and lead the industry. I believe this will happen.

Even with the double-digit decline for operating profit this quarter, management reiterated the annual profit guidance of $1.89 billion or up 7%. In order to get there, management said they are reviewing measures to improve profit. One of those could very well be more layoffs. This time, I’m skeptical and I don’t think it’s going to meet this target.

The holiday period was going to be a huge indicator all along for PlayStation 5 unit figures. Now that it missed, management revised annual guidance down from what I called an unrealistic goal of 25 million to now 21 million. This would still be a million above the PlayStation 4’s best year, and I don’t buy it. It’s at 16.4 million so far, leaving 4.6 million to ship between January and March to get there.

Back when Sony was signalling higher, my forecast was also higher. Now I’m at 19.5 million to 20 million, tops, if it can even replicate its predecessor’s success. the only way to get there is if Sony announces aggressive discounting as soon as possible, which again puts a strain on margins.

Finally, executives acknowledged that this will likely be the best year of PlayStation 5 sales, and it’s all downhill from here!

I know what you’re saying: What? Already?! Well, PlayStation 4 peaked in its fourth fiscal year, and PlayStation 5 will be entering its fifth financial year starting this April.

Software is where uncertainty continues, notably for internal studios. There’s no doubt Marvel’s Spider-Man 2 accomplished an incredible feat. That’s the outlier. Plus, the likes of Marvel’s Wolverine, a Ghost of Tsushima sequel and anything from Naughty Dog are at least a year away, if not multiple years.

While The Last of Us Part II Remastered launched on PC and Helldivers 2 is off to a fantastic start, partly because of Steam, Sony didn’t capitalize on the Palworld craze and has a sparse console calendar incoming. I do expect a live service title or two by March 2025, like Concord and Fairgame$, alongside select PC launches to hold software sales over until seeing heavy hitters again.

Development and marketing are as expensive as ever, and projects require increasingly longer timelines to complete. A steady cadence of blockbuster releases is tough if near impossible. That’s a huge part of why we see the current dynamics underlying Sony’s gaming business, and the team will have to navigate these treacherous waters.

As always, I very much appreciate you stopping by for my ongoing earnings coverage. Check in on social media for more and visit soon for future articles. Be well!

Note: Comparisons are year-over-year unless otherwise noted. Exchange rate is based on reported average conversion: US $1 to ¥143.1

Sources: Company Investor Relations Websites, Sony Interactive Entertainment.

-Dom

PlayStation Hits Its Best Second Quarter Sales Ever as PS5 & Third Party Games Lift Sony’s FY 2023 Q2 Report

No rest for the writer!

Today continues an especially busy stretch of this latest earnings season, as Sony Corp just reported its fiscal 2023 second quarter results today out of Japan.

During this three months ending September, both the firm overall and the PlayStation division experienced revenue growth. And while profitability declined at the company level, the amount earned by Sony’s gaming business moved up double digits.

In fact, PlayStation just generated its best ever Q2 revenue in history.

That marks multiple record-breaking quarters in a row for Sony’s Game & Network Services (G&NS) segment, since Q1 hit its own all-time high as I covered a few months back. This past second quarter saw sales zip past $6 billion for the first time, jumping up more than 30% since last year.

Plus, unlike back in June, PlayStation has bounced back to profit growth this time. I’d argue this is even more substantial than record revenue because it accounts for expenses and really gets to the core of its ongoing health amidst a most turbulent of industries.

Underlying momentum was a higher PlayStation 5 contribution alongside better third party and add-on content performance. On the profit side, signs point to the Bungie acquisition costs being fully recognized, since there’s no longer a mention of the deal. Caveat being, similar to Nintendo, we can’t forget about the yen’s weakness on results for these kinds of Japanese companies that have a ton of overseas sales.

One major component is how PlayStation 5 shipped 4.9 million units between July and September, notably more than this time last year and the corresponding quarter for PlayStation 4. This figure was within management’s forecast, pushing lifetime PlayStation 5 sales to 46.6 million and closing the gap with its predecessor when launch-aligned, as I’ll dig into later.

As for the group’s forecast, executives increased guidance for annual gaming revenue across fiscal 2023 while maintaining guidance for operating income and PlayStation 5 hardware shipments at 25 million, which would be the single best year ever for the brand’s console output.

“We recognize selling more than 25 million PlayStation 5 units this fiscal year remains a challenging goal,” said Chief Financial Officer (CFO) Hiroki Totoki when talking to the media. “It will depend on how sales do in the year-end holiday season. We won’t pursue expanding the PlayStation 5 installment base alone, but will keep profitability in mind.”

Scroll down for a swing through the numbers then a set of my own predictions alongside Sony’s future forecasts.

Total revenue for Sony as a whole rose 3% to $19.6 billion, with the biggest growth contribution from G&NS, Sony Pictures and Music, offset by declines in other areas. However, operating profit at the group level declined 24% to $1.82 billion. This was led by quarterly declines for Financial Services, Imaging & Sensing Solutions and Entertainment, Technology & Services segments.

Focusing strictly on PlayStation during the three months ending September, revenue jumped up 32% to $6.6 billion. That’s an entire third of Sony’s overall business. It’s what I call a massive all-time number, considering last year’s $5 billion or so was also a Q2 record at the time.

A crucial note both in the broader context and at the PlayStation level is the specific impact of currency movement. Out of the $1.6 billion growth, upwards of $410 million is strictly because of foreign exchange rate changes. This helps understand how much of the trajectory is organic, compared to an economic market force like yen weakness.

Reversing its fortune compared to a decline in Q1, operating profit for G&NS moved up an impressive 16% to $340 million. That’s 19% of Sony’s group total. Affecting the plus side were both third party content sales and currency movement, plus there’s no longer any mention of certain acquisition costs that were dragging down profitability. I believe the $3.6 billion purchase of Bungie has been fully recognized now and will no longer affect the bottom line. On the downside, management cited how hardware has produced increased losses, I’d imagine due to higher manufacturing costs.

Checking out product category splits, which are shown in the last graph above, Hardware sales grew a whopping 60% since last year and contributed 30% of PlayStation’s total. The next largest segment at 23% of the pie was Add-On Content, moving up 18% in dollar value. Digital Software produced 39% growth, settling at 21% of the total. In fact, the only product type to decline was Physical Software, down a modest 4%.

Annual PlayStation revenue is tracking towards $28 billion. As you can see in the gallery above, on the revenue graph, this is well above the highest it’s ever been, over a billion more than last quarter. Essentially, if this keeps up, Sony’s gaming unit will have its best year of sales ever. On the other hand, annualized operating profit is at $1.75 billion, which compares more to the late days of the PlayStation 4 life cycle. Still great in a historical context, just not as strong as the past three years or so.

As of this week, the “big three” console manufactures have all reported their latest results. The sole remaining biggest player is Tencent, which will be later this month. Right now for comparison purposes, Sony’s $28 billion is tops for the industry. Even if backing out currency impact, it’s well in the lead. Tencent generated $25 billion as of last quarter, and Microsoft’s Xbox segment saw almost $16 billion (though that’s before accounting for anything from Activision Blizzard). Nintendo’s at $13 billion, albeit with more than twice as much annualized operating profit than PlayStation: $4.2 billion compared to $1.75 billion, respectively.

Heads up: enhanced launch-aligned PlayStation console sales chart is live!

This fancy visual aid gives more context to PlayStation 5’s improving shipment numbers. The console’s 4.9 million units sold-in last quarter is an increase of 48% compared to the 3.3 million in Q2 last year. Plus, it’s 26% higher than the PlayStation 4’s 3.9 million in the corresponding second quarter of fiscal 2016.

It’s the fourth quarter since PlayStation 5’s release in November 2020 that it moved more than 4 million units in a quarter, and one of those was that launch period.

Which means that PlayStation 5, at 46.6 million lifetime, has reversed course and narrowed the gap against its predecessor this quarter. It’s presently only a million units away from reaching PlayStation 4, boosting its trajectory since the supply challenges of yesteryear.

This latest lifetime figure means it’s also passed another gaming device on the all-time best-sellers list. That would be Nintendo’s 1980 handheld the Game & Watch, of course, which ended its tenure at 43.4 million. Next up will be Nintendo’s classic Super NES, which sold 49.1 million globally.

One statistic that Sony didn’t update was console sell-thru to consumers. Probably because it usually waits until a big milestone in order to do so. Earlier this year, the PlayStation 5 reached 40 million sold-thru as of July 16th. I’d bet it’s a bit higher now, maybe in the 45 million range, especially ahead of a system-seller like Marvel’s Spider-Man 2. I don’t see a reason demand would have fallen off.

Digging more into the supplemental stats present in PlayStation’s presentation, full game software unit sales stood at 67.6 million in Q2, up from 62.5 million last year. However, due to a lighter calendar, the proportion of first-party published games was lower, making up 7% of that total as opposed to 11% a year back.

Digital versions accounted for 67% of PlayStation game sales, up from 63% in September 2022. This means that 2 out of every 3 premium games purchased for Sony’s platforms were downloadable.

As for player engagement, Monthly Active Users (MAUs) across all of PlayStation Network totaled 107 million as of September month-end. While this is down a million from the June quarter, it’s up 5 million since last year’s Q2. Management also said that total hours played moved up 4% in the latest three months.

Here is where I’ll continue to lament the loss of PlayStation Plus membership numbers, which Sony stopped reporting earlier this year. It will forever, at least for the foreseeable future, remain cemented at 47.4 million as of March 2023.

It’s been a historic run lately for Sony’s top-line gaming numbers, pumping out multiple quarter’s worth of record revenue and generating more than $6 billion in second quarter sales for the first time. PlayStation is the premier industry player by revenue right now, even if backing out the impact from the yen’s depreciation.

Profitability has certainly been more questionable, partially because of temporary factors like studio investments, acquisition expenses and hardware manufacturing costs. Still, it achieved a double-digit income boost in Q2 on hardware units ramp up and software support from external partners like Electronic Arts and Take-Two Interactive with their respective sports titles, plus something like Diablo IV from Blizzard Entertainment and the Warner Brothers Mortal Kombat 1.

Which is why it’s even more painful to hear about layoffs at various PlayStation studios, including Media Molecule, Visual Arts and Bungie. There continues to be a disconnect between executives and everyone else. It’s not just at Sony, this is just one of the more glaring examples especially as its profitability gets back on track.

Impossible as it is to follow that up, I’ll take a look now at the company’s forecast and make some quick predictions.

The firm revised its fiscal year 2024 PlayStation revenue upwards by 5%. Management now thinks gaming sales will surpass $30 billion when the 12 months end in March 2024, in what would be an astonishing finish and record-breaking result. It then reiterated operating profit guidance of $1.87 billion.

In order to hit the 25 million PlayStation 5 hardware unit target, it still needs to ship almost 17 million units across the next two quarters. 16.8 million to be exact. Even with new PlayStation 5 slim models and the PlayStation Portal, this remains a staggering target that will require an absurd holiday number then a miraculous January to March. For context, the largest holiday season ever for PlayStation 4 was 9.7 million in fiscal 2016, and its largest March quarter was 3.1 million right after launch.

Yea, I’m still not a believer. In that overly ambitious forecast or the over-priced peripheral that is the PlayStation Portal. I’ll keep my same prediction as back in August: 24 million to 24.5 million, leaning more towards the lower end.

With respect to software, note that Marvel’s Spider-Man 2 launched after the three months covered here. Still, Sony shared a sales update for Insomniac Games’ latest open world adventure, selling-thru 5 million copies to consumers after 11 days. It had previously started with the best first 24 hours in PlayStation history, at 2.5 million copies. It’s since fallen behind God of War: Ragnarök at 5.1 million in 3 days, nearly a year ago to the day. The Last of Us: Part 2 moved 4 million copies during its opening 3 days back in June 2020.

All in all, it’s a fantastic launch for Peter Parker and Miles Morales considering the size of the PlayStation 5 install base, clearly bolstering the company’s expectations for the back half of this year.

The final bit of relevant news from Sony’s earnings was a comment around its live service strategy, moving into next fiscal year and beyond. As reported by Video Games Chronicle, CFO Hiroki Totoki mentioned that out of its previously-planned 12 live service titles originally scheduled for launch by end of Fiscal 2025, only half of them are on target. Considering how much time and money Sony is putting into this effort, moving them out is a big deal for its financial future and resource allocation. Personally, I remain skeptical that all of them well actually hit market at any point.

Whew. Well, that’s a wild week of coverage coming to a close. I hope you enjoyed this latest recap. Thanks much for hanging around during this season. I’ll have more coverage here and on social media as another eventful year approaches its inevitable end. Take care!

Note: Comparisons are year-over-year unless otherwise noted. Exchange rate is based on reported average conversion: US $1 to ¥144.4.

Sources: Company Investor Relations Websites, Yahoo Finance, Video Games Chronicle.

-Dom

PlayStation Generates Record Q1 Revenue in FY 2023 Q1 Despite Slower-Than-Expected PS5 Hardware Shipments

As August rolls on, I’m back with my latest and likely last results recap of the season.

Earlier today out of Japan, Sony Corp released its fiscal 2023 first quarter announcement. Both the company at large and the PlayStation business experienced similar dynamics in that revenue grew in the double-digits, yet profitability weakened on higher cost recognition.

Focusing on its largest segment of Game & Network Services (G&NS), it was a gigantic first quarter on the revenue side for the PlayStation business. Quarterly sales reached over $5.6 billion, up 28%, which is a record high. Main contributors to this historic Q1 were better third-party software sales, console growth and exchange rate movement.

Sony saw steady engagement for active users and play hours in the three months ending June. Unfortunately, it no longer reports a key metric on the player side related to subscriptions.

The firm moved 3.3 million PlayStation 5 consoles to retailers in the quarter, pushing lifetime shipments to 41.7 million. That’s 38% higher than last year’s 2.4 million, as supply lines are now shored up and pumping out enough to satiate demand.

While nearly 40% console growth looks great on paper, the company’s management specifically said that PlayStation 5 hardware units came in lower than expected. Which will make working towards its massive annual target a bit harder than originally surmised. Plus, its gap compared to PlayStation 4 sales widened with this latest number.

“We have positioned the accelerated penetration of PlayStation 5 hardware as one of the highest priorities in this fiscal year,” executives wrote in prepared remarks. “And we will try to work steadily to implement necessary measures to achieve our hardware sales target of 25 million units.”

At least yen sales of the hardware segment were among the fastest-growing product categories within this division, behind only that of digital software, as I’ll detail later.

The other main down note for PlayStation during Q1 was profitability. Operating income came in 7% lower than the same time in fiscal 2022 plus it continues to trail one of its main local competitors in Nintendo. While partly due to where each is in their console cycle, it also reflects Sony’s big investment in studios and live services development.

One thing I’ll mention throughout is the impact of the yen’s standing on Sony’s results and my conversions from the local currency into dollars. I’ll point this out when it’s relevant, as there’s a material impact on a global business like this.

See below for more on the individual numbers and a look ahead to the next quarter!

For the overall firm, revenue grew 33% to $16.7 billion. While positive impact came from its gaming and music segments, plus exchange rate, the most substantial bump came from financial services which was affected by an accounting change around its Sony Life insurance business. On the flip side, Sony’s total quarterly operating profit dropped 31% to $1.85 billion, mostly driven by that same financial services segment.

Within the G&NS unit, revenue rose 28% to $5.63 billion. Based on this, gaming currently makes up a third of Sony’s total business. Top-line was bolstered by external partner game sales, additional content buying and improved hardware availability.

Keep in mind, the exchange rate impact was upwards of $300 million. Even accounting for that, PlayStation would boast best-ever Q1 sales. In fact, for more perspective, it’s a sizeable bump from the previous best of first quarter fiscal 2021 when revenue reached $4.5 billion based on the same exchange rate conversion.

Paralleling the overall firm’s scenario, G&NS experienced declining operating profit during the quarter ending June. This number went down 7% to under $360 million, where third party game sales weren’t enough to offset ongoing cost recognition from Bungie and other acquisitions, among other expenses.

I’ll say, for the accounting nerds, this does account for an increase in depreciation and amortization, which impacts traditional operating profit (as opposed to an adjusted figure that Sony reports, which did go up).

Underlying the revenue momentum were double-digit quarterly gains across every single product sub-segment. As you’ll see in the gallery above, somewhat surprisingly, the biggest contributor wasn’t Hardware. It was Add-On Content at 27% of the total, after experiencing a solid 15% growth in revenue. Next was Hardware at 24% of the pie, with sales jumping 42% since last year. Digital Software comprised 20% of the total and had the best year-on-year growth of 52%.

Sony also introduced a new product segment called Other Software, which accounts for first-party titles sold outside of the PlayStation family of devices. Thus, its PC offerings like Horizon Zero Dawn and The Last of Us Part 1. While it’s slight from a slice standpoint, only contributing 2% at present, it grew 17% since Q1 last year.

Right now, annual gaming revenue for Sony is a best-ever $27.83 billion. This is the first time it’s been above $27 billion, no doubt boosted by the yen impact I’ve already mentioned many times. However, annual operating profit is currently $1.8 billion, down from $2.3 billion this time last year. That’s a substantial change in profit margin, from 12% to 6%. Looking at annualized figures intensifies Sony’s predicament of expanding revenue yet deteriorating profit, which I believe is somewhat temporary as the console cycle matures.

How does that annual figure compare across the biggest industry peers? Well, Sony’s last 12 month revenue from gaming leads the pack as reported. Then there’s Tencent, which doesn’t report for a few more weeks, around $26 billion for now. Microsoft has $15.47 billion yet could see over $20 billion or better once the Activision Blizzard deal finalizes in the coming months. Nintendo’s big first quarter bumped it to $13.46 billion at the top-line, yet it has $4.49 billion in annual operating profit versus PlayStation’s $1.8 billion.

New chart alert!

Here I’ve presented launch-aligned unit sales for the last two PlayStation generations. It’s a simple, yet effective in my opinion, way to put PlayStation 5’s quarterly bounce-back in perspective. Notably since the PlayStation 4 is Sony’s fastest-selling console, one of the biggest consoles of all time, and its newest sibling is trying desperately to keep pace amidst a more challenging macro environment.

What stands out immediately is the gap between the two widened this quarter, moving from a 1.8 million divergence to now 2 million. That’s the wrong direction, and I’d bet why management said it missed expectations because it wants to cross that trend-line as soon as possible. Occurring during this fiscal year will be challenging, considering PlayStation 4 had its biggest holiday ever in the corresponding period, with nearly 10 million sold in the October to December period of fiscal 2016 alone. That year’s 20 million was the PlayStation 4’s best result; Sony expects PlayStation 5 to ship 5 million more than that!

Moving on to an even more important hardware metric, PlayStation 5 achieved 40 million in sell-thru to consumers right after the June quarter ended, as of July 16th. Like the above, its predecessor reached that same milestone 2 months faster. I probably sound more negative than I should, because in the broader context of the industry’s history, and its Xbox counterpart, PlayStation 5 is selling quite well.

Supplemental stats shown in the report include full game PlayStation software unit sales increasing from 47.2 million last year to 56.5 million in the three months ending June. First party sales were flat at 6.6 million. Which means third party games were responsible for all of growth, namely the likes of new launches like Diablo IV, Final Fantasy XVI and Street Fighter 6, all of which I covered in my recent piece on June’s U.S. sales report from Circana.

Contribution from digital downloads as a portion of total software sales declined in the quarter, shifting from 79% last year to now 72%. That’s still slightly above fiscal 2022, when downloads made up 67% of the total.

The main engagement metric that PlayStation shares is Monthly Active Users or MAUs. This figure, which is an estimate of how many people used PlayStation Network in the last month of the quarter, came in at 108 million. This is the same as last quarter, and up from the 101 million last year. Essentially, about the same amount of people have been active on the network throughout the first half of the calendar year.

“Total game play time during the quarter was only 2% higher year-on-year,” cited management. “And we see the year-on-year growth in software sales as being driven mainly by a considerable increase in spending per play hour by the expanding PlayStation user base.” This fits with the MAU indicator, in that engagement has been mostly consistent lately without growing substantially.

Here’s where another type if disappointment enters, mainly for those of us that want more transparency from companies. Apparently, this is the first quarter during which Sony won’t be reporting PlayStation Plus memberships anymore. It’s an odd decision to me, considering how much trouble it went thru rebranding the service and how it’s seemingly a core part of its future growth strategy to keep people engaged in its library of games. Hopefully this will be updated on an annual basis, or when it hits a fresh milestone.

Thus, the last number we’ll have for PlayStation Plus subscribers is 47.4 million as of March 2023.

Oh, and there’s no mention of PlayStation VR 2 at all. Not entirely unexpected, I suppose.

Just like last quarter, which ended its 2022 fiscal year, Sony’s latest result was mixed when considering both financial elements and expectations for hardware against what happened through June. The firm is generating staggering growth at the top-line, a ridiculous record first quarter with the bump from external partners launching huge multi-platform or timed exclusives. (Plus, don’t forget about that exchange rate benefit.)

Then there was the solid increase in PlayStation shipments, making up for lost time due to earlier chip shortages and pandemic hurdles. Still, last quarter’s number came in below estimate, and expense recognitions due to M&A and other expense types are hitting the bottom line. Hard.

An aspect that’s exceedingly important for PlayStation, as opposed to say Microsoft’s gaming business, is growth due to new exclusive games. Which, as I mentioned in the software section, was nonexistent this past quarter. While third parties like annual iterations from Madden and NBA 2K annual will drive the quarter ending September, first party will certainly pick up in the holiday quarter.

Here’s a look ahead to forecasts and the near future.

Sony raised annual guidance for full year 2023 revenue, both overall and for the PlayStation business, then maintained other forecasts around profit values.

The firm increased total annual sales forecast 6%, to over $89 billion. Similarly, revenue guidance for its gaming division was bumped up 7%, to roughly $30 billion which would be a record. Even with these, it kept forecasts for operating profit the same, and reiterated the annual PlayStation 5 hardware estimate.

“Although we upwardly revised the sales forecast for third-party software which is performing well, we have incorporated a deterioration in the profitability of PS5 hardware mainly due to changes in promotions by geographic region and the sales channel mix,” management wrote, explaining why it didn’t change the PlayStation profit estimate for now.

While I certainly think the top-line is achievable, I’m more skeptical on profit guidance and think it could miss depending on where expenses go in later months. Then, for console sell-in, I had my estimate at 25 to 25.5 million three months back. I’m shifting towards the lower end, now at 24 million to 24.5 million. Partially because I maintain hesitance on a model refresh happening this year, still targeting Calendar 2025 for a slimmer or more powerful PlayStation 5.

While it’s more relevant for the quarter ending December, I’ll go on record now that Marvel’s Spider-Man 2 will have a super start at market in October. It will outpace the 3.3 million copies at launch for its 2018 predecessor. Though with it only on PlayStation 5, I’m hesitant to claim it becomes the fastest-selling PlayStation exclusive ever, currently held by 2022’s God of War: Ragnarök at 5.1 million. I’m more in the 4 million range, which will beat the 3 million of June’s Final Fantasy XVI for the highest launch of titles exclusive to PlayStation 5 (of which there aren’t many).

How about that internal live services push? Well, it will certainly have an impact on costs and profitability towards the downside because of staffing, investment etc ramping up. I don’t foresee a big impact this fiscal year on revenue, unless perhaps Concord from Firewalk Studios sneaks into the January to March quarter. Even then, it won’t sell like its usual exclusives. The largest, most concrete first party release that we know about might be Destiny 2: The Final Shape, which will be around February 2024.

That brings me to the end of my “big three” recaps for this quarter, covering the main manufacturers across the industry. I recommend heading back to the earnings calendar for more events. Thanks for reading! Be well!

Note: Comparisons are year-over-year unless otherwise noted. Exchange rate is based on reported average conversion: US $1 to ¥137.

Sources: Bloomberg (Image Credit), Company Investor Relations Websites, Sony Interactive Entertainment.

-Dom

The Five Biggest Games Industry Takeaways from the Microsoft Activision Blizzard Deal & FTC Trial

Microsoft’s pending Activision Blizzard purchase is the games industry story that won’t go away, better or worse. Since the Washington-based conglomerate announced it planned to spend upwards of $69 billion to purchase the Call of Duty publisher, it’s dominated headlines. No more so than the past week.

In my 2023 predictions piece, I wrote how legal hurdles could move the date back beyond Microsoft’s expected close at the end of its fiscal year, which ended last week on June 30th. Well, here we are. While many global regulators have already approved, including the European Union, there are those in key areas like the United States, United Kingdom and Canada still holding out.

The U.S. push-back is led by the Federal Trade Commission (FTC), which is suing Microsoft in an attempt to block the buy. As part of what could be a protracted legal battle, the FTC forced Microsoft into court over the last week as part of a preliminary injunction hearing, which would allow the regulator more time to review the acquisition ahead of a later trial date. There’s speculation and executive viewpoints that residing District Judge Jacqueline Scott Corley granting the preliminary injunction will dissolve the deal entirely.

Am I amending my prediction that it will, sooner or later, happen? First off, let me be clear in that I’m nowhere near a legal expert. While I have a history of tracking M&A activity, I’m learning new things about the legal process in real-time. Personally, I think Judge Corley will grant the FTC a preliminary injunction, then the two sides will duke it out in court, a tussle that Microsoft will ultimately win. Essentially, the company is too heavily invested to back down.

Either way, the benefit of this hitting our glacial legal system is there’s plenty of juicy information that might not otherwise surface. Everything from management emails, market shares, sales data, potential takeovers and great quotes have emerged as a result of discovery, evidence and testimonies, as shared by the excellent reporting of various media outlets like Axios, IGN and The Verge.

I’m here to recap five of the most important takeaways from an industry perspective. Check below for a rundown, then a fun bonus segment at the end. Thank you, due process!

Microsoft’s Many Potential Acquisition Targets

Before Microsoft decided to drop billions of bucks on Activision Blizzard, its management team compiled a laundry list of enticing targets across the games space. This M&A menu includes everything from big publishers to Eastern developers, from independent studios to mobile makers.

Chief among them were long-standing Japanese game companies Square Enix and Sega, a division of Sega Sammy. Phil Spencer and team searched for ways to expand Xbox’s portfolio of content, notably to enhance an expanding Xbox Game Pass catalog. The added benefit would be better access to the Japanese market, where Xbox has faltered for generations. Sega has since said it isn’t in a selling mood.

Other targets included Thunderful Games, Niantic, Zynga (which was since snatched up by Take-Two Interactive), IO Interactive and Supergiant Games. Even Bungie, which Microsoft previously owned before divesting. The Destiny creator is now a subsidiary of.. Sony.

What this really shows is something I’ve said for ages: companies are always on the hunt for talent and intellectual property (IP) to bolster its offerings. The likes of Tencent and Sony maintain similar lists, they just aren’t publicly available. It’s also telling that Microsoft instead opted to take the nuclear route in its industry-shaking bid for one of America’s few remaining massive publishers.

Xbox Console Unit Shipment Figures Finally.. Kinda?

During the last couple hardware cycles, Microsoft has backed away from sharing exact details of unit sales for its suite of Xbox consoles. Whether this decision is because it hasn’t kept up with peers or because the brand’s focus is more towards services and ecosystem, or a combination of both, there’s been limited visibility into just how many darn Xboxes the company is shipping since reporting stopped in 2016.

Until now. Well, somewhat. According to a slide at Microsoft’s BIG Festival in Brazil, Xbox Series X|S family is currently around 21 million lifetime units shipped since launch in November 2020. This means my wish-washy “maybe at 23 million” estimate last quarter was optimistic, though technically it could be there by now since there’s no firm date on the image. Note that Sony’s PlayStation 5 is currently at 38.4 million, moving almost two to market for every one Xbox.

Since the same slide references 79 million combined shipments of Xbox One and Xbox Series X|S, it follows that 2013’s Xbox One stands around 58 million to date. Last year, Microsoft commented that its prior generation hadn’t yet reached half of the PlayStation 4’s 117 million, which put its right near this same mark. Thus, it really confirms our existing expectation.

According to another document as shared by friend of the site John Welfare on Twitter, Microsoft sold-in 3.2 million Xboxes during the holiday quarter of 2022. Within the same Q4 last year, Sony moved 7.1 million PlayStation 5’s. What all of these data point reinforce is how, even early this generation, the 2:1 or more PlayStation to Xbox ratio is seemingly holding.

Executive Comments on Exclusive Content

Exclusives are unavoidable in most media, and it can be a heated topic within the games industry. Companies pay massive sums to keep games on their systems, even for a certain amount of time, to attract players because they can’t play these things elsewhere. This becomes even more complicated when layered on top of new business models, like subscription and cloud, whereby platform holders make deals to add titles exclusively to these services.

Since the big shots at Microsoft and Sony testified during this latest stint in court, they provided insights into how the industry thinks about and treats exclusives, regardless of their personal stances. For instance, Microsoft Satya Nadella doesn’t like exclusives. “I have no love for that world.” Yet he acknowledges that “the dominant player” (Sony) has already established the rules.

Intriguingly, his underling Phil Spencer made the call during a 2021 internal meeting that ZeniMax titles would all be Xbox exclusive, a move that surprised Bethesda’s now Head of Global Publishing Pete Hines as revealed by emails. Curiously, Xbox Chief Financial Officer (CFO) Tim Stuart and Head of Xbox Game Studios Matt Booty were skeptical this might cause profit issues after Microsoft’s $7.5 billion purchase of ZeniMax, as documented in a chat between the two.

Bobby Kotick, Chief Executive Officer of Activision Blizzard, claimed on the stand that he’s never thought of making Call of Duty exclusive to any single platform. He argues it would alienate a major portion of the military shooter’s massive 100 million plus monthly active players, thus becoming “very detrimental” to the company’s bottom line. I’ll note here that this lines up with what Microsoft management is claiming, that they would keep the sales juggernaut on all platforms, yet it’s worth noting the title would be made available on Xbox Game Pass, which some posit is a form of partial exclusivity.

Then there’s CEO of Sony Interactive Entertainment Jim Ryan who said that he doesn’t view a game like Starfield’s exclusivity as anti-competitive, even if he doesn’t like it (probably because he didn’t lock it up). Which makes sense, because otherwise it would contradict a key part of PlayStation’s model of stacking third-party exclusives like Final Fantasy XVI and Deathloop via external partnerships.

We also heard spicy background happenings and the status of certain projects by way of these folks taking the stand. Spencer said there were fears at Microsoft of Starfield becoming PlayStation exclusive. (Makes sense why he authorized the purchase of its publisher, ZeniMax.) Head of Xbox Creator Experience Sarah Bond dropped a bombshell that Kotick squeezed Microsoft for a better Call of Duty revenue share after threatening to keep 2021’s Call of Duty: Vanguard off Xbox. Finally, the case confirmed the likes of MachineGames’ Indiana Jones and, perhaps Xbox’s most important future release in The Elder Scrolls VI, would be only available on Xbox platforms.

Massive Cost of Sony’s Biggest PlayStation Titles

It’s no secret the cost around triple-A game development has ballooned. The most expensive titles are multi-hundred million dollar collaborations across hundreds, if not thousands, of people. Even way back in 2013, Rockstar Games reportedly spent $265 million to make Grand Theft Auto V. Embracer Group has almost 17K employees, while Ubisoft employs over 20 thousand. It’s a wonder any AAA game even makes it to market. Now, we have even more context on just how “big budget” titles can be for a publisher from a financial standpoint.

Back in April, PlayStation Head of Independent Initiative and former President of SIE Worldwide Studios Shuhei Yoshida told The Guardian the firm’s flagship titles can cost hundreds of millions, citing 2022’s God of War: Ragnarok requiring a staggering $200 million to create.

More recently during this Microsoft vs The FTC battle, a partially-redacted document dropped news around the cost of other internal PlayStation projects to the disappointment of Judge Corley (and I’m sure PlayStation brass). While I feel quite bad for the poor paralegal that didn’t fully black-out the evidence, I’m grateful for the intel.

Notably, The Last of Us Part 2 from Naughty Dog in 2020 cost $220 million with approximately 200 developers contributing to the sequel to one of Sony’s signature games. Then, over 300 people at Guerilla Games and its support studios worked on last year’s Horizon Forbidden West, pushing the budget upwards of $212 million. Keep in mind these astronomical expenses are strictly for the creation of said titles. Costs associated with a single game’s marketing and distribution add many tens of millions, if not hundreds, to the already absurd totals.

New Consoles in 2028, Cloud Not a Major Market Until 2025 to 2030

While there are a variety of points for regulators to consider in a deal like this where a platform holder is buying one of the world’s premier publishers, two key aspects of their hesitance to approve the deal revolve around console market share and the future of cloud gaming. The FTC aims to protect American consumers not just now, but also where the industry will be in five, ten, twenty years down the line. Projecting the direction of an entire medium is a monumental task, even for the most knowledgeable of dedicated economists, which is why these reviews take as long as they do.

Part of the discussion around consoles spurred talk about the future of the traditional market. While Judge Corley compared console gaming to the usage of DVDs in that she expects it will, at some point, be obsolete (for the record, I disagree), Microsoft is certainly planning to keep up its hardware plans. Court documents suggest that the manufacturer anticipates a 2028 start date to the next generation, implying the next Xbox Series Whatever and PlayStation (I assume 6) will debut in around five years.

Personally, I believe the current Xbox Series X|S and PlayStation 5 may be an anomaly and last longer than this. No console generation has ever faced a global pandemic of the coronavirus magnitude, which significantly disrupted supply in the buyer acquisition phase. The fact that people are just now able to find new boxes at retail two and a half years into the cycle could extend the usual window.

The much more nascent segment of cloud streaming is a future bet for platform holders, with Microsoft’s Xbox Cloud Gaming and Sony’s PlayStation Plus incorporating this feature. Sarah Bond stated on record that cloud is the least used feature of Xbox Game Pass Ultimate, implying that it’s still niche. Jim Ryan echoed this sentiment, saying that cloud will not be a “meaningful component of how gamers access games” until at least 2025, or even as late as 2030. I think adoption could be even slower because even if the technology improves, gaming is much different than streaming a movie or show in that latency will always be the biggest impediment. The laws of physics can’t be beat.

Bonus: Five of The Trial’s Most Quotable Moments

Judge Corley to FTC: Why did [Sony boss] Jim Ryan say there’s nothing anti-competitive to making Star-whatever exclusive? Because he does the same thing!” (Referring to Bethesda’s Starfield.)

Xbox boss Phil Spencer: “The console war is a social construct.”

Microsoft says it will keep Call of Duty on PlayStation because “They couldn’t face the Wrath of the Gamers.”

FTC lawyer James Weingarten: “What about a world in which Microsoft offers the best new Christmas character to play on Christmas in Call of Duty?”

Judge Corley: “No Sharpies!” (Joking in reference to how a key document didn’t have the proper redacting technique and everyone could see through the marker.)

Sources: Axios, Federal Trade Commission, GamesIndustry Biz, IGN, John Welfare, Microsoft, The Guardian, The Verge (Image Credit).

-Dom

Star Wars Jedi: Survivor & PlayStation 5 Blast to the Top of April 2023 Circana U.S. Games Sales Report

It’s beautiful outside here in the Tri-State. To me, that’s the perfect opportunity for everyone to enjoy another sales recap!

This time it’s April’s domestic games industry spend report from tracking firm Circana, formerly known as The NPD Group.

Last month, a solid boost from hardware and various premium game releases weren’t enough to offset lower or flat performance elsewhere. This downward movement in key areas resulted in a 5% decline for total spending.

In fact, this past April closely resembled last year’s headlines.

At that time, Lego Star Wars: The Skywalker Saga was the top-selling game. Hardware also generated growth, although overall sales dipped in the high single-digits.

This year it’s Star Wars Jedi: Survivor blasting to the top of the premium software charts. Unfortunately, every sub-section within Video Game Content except for non-mobile subscription sales exhibited declines, meaning that even with new launches, people spent less on gaming.

Just like last year, Video Game Hardware was the only category to move upward in April, bolstered by big gains from Sony’s PlayStation 5, the month’s best seller by revenue, and Nintendo Switch which led by units sold.

“It’s good to see all the new games in the Top 20,” wrote Circana’s Mat Piscatella. “But Lego Star Wars: The Skywalker Saga and Elden Ring provided a tough year ago comparison.”

There were certainly good signals, like consistency in console supply and a healthy number of AAA title launches. Still, mobile continued to struggle, Xbox is nowhere to be found plus inflationary pressure in the market remained. Folks chose other forms of entertainment, perhaps adjacent to gaming like seeing an awesome The Super Mario Bros. Movie, or simply went outside to touch grass, basking in the burgeoning springtime weather.

Historically, April was still a solid result even for overall sales. Here’s a closer look at these monthly figures and, further down, a set of predictions as the industry looks ahead to a Zelda-filled May.

United States Games Industry Sales (April 2nd – April 29th, 2023)

Referencing the above gallery, in totality, people spent $4.12 billion in games during April which is 5% less than the same month in 2022. The annual spend amount is currently trending down a modest 2%, to $17.71 billion. That’s actually a marked improvement since the first quarter as I wrote about in March, when the annual figure was trending towards 5% lower.

April was already the third month this year to experience a decline. The only exception was February due to a substantial boost from Hogwarts Legacy. Last month’s soft result was attributed to a decline in the broadest category of Content, which includes software, add-on, subscription and related spending. Essentially, while people bought more consoles, they spent less on the things they play on those devices. Peripheral spending was consistent, at least.

Focusing on the Content segment, sales dipped 6% in April to $3.6 billion. This means it made up 87% of the overall figure, compared to 88% last year. Within 2023 to date, Content sales are currently down 4%, to $15.11 billion.

Mobile contributes a major portion of Content sales, and Circana’s report said that spending trends were “relatively stable” compared to March. This doesn’t tell a whole lot. All we know is mobile is one of the sub-categories that declined year-on-year because, unfortunately, the report doesn’t get more granular. The top five earners for mobile during April were Candy Crush Saga, Roblox, Royal Match, Coin Master and Gardenscapes.

The story within premium software was new games. Titles launched in April occupied seven of the Top 15 slots on the overall chart.

Star Wars Jedi: Survivor leading April was a super impressive win for Respawn Entertainment and Electronic Arts, considering it went on sale two days before the tracking period ended. Even with that short amount of time, it’s already the 4th best-selling title of 2023. As a quick comparison, its predecessor Star Wars Jedi: Fallen Order launched in second behind only Call of Duty: Modern Warfare in November 2019 during a hectic pre-holiday rush.

April’s runner-up was Dead Island 2, another new launch. It’s a great start for the long-awaited zombie slasher from Dambuster Studios and Deep Silver, which is immediately the year’s 6th best-selling game. This domestic performance reflects its global success, as it sold over a million units within three days on market. Way back in September 2011, the original Dead Island started in 3rd.

Further down, Electronic Arts had another Top 10 finisher in April with PGA Tour at #7. Capcom’s popular Mega Man Battle Network, which surpassed 1 million units globally as the fastest-selling title in Mega Man history, ranked at #8. The latter was the month’s top-selling title on Nintendo Switch as a platform.

In a rare appearance for Microsoft’s Xbox brand, Minecraft Legends started in 11th place. Compare this position to Minecraft Dungeons, which debuted in 15th back in May 2020. These are certainly impacted by the lack of Xbox Game Pass in these kinds of charts, because it’s not realistic to break out spending for individual titles on the service.

The last of the new releases in April were Final Fantasy I-VI Bundle from Square Enix at #14 then Nintendo’s Advance Wars 1+2 Re-Boot Camp one spot down at #15. While the latter’s performance seems lackluster at first, it’s actually pretty good since Nintendo doesn’t share digital. It was the month’s 3rd best-selling title on Switch.

For the 2023 ranks to date, the main movement happened because of Star Wars Jedi: Survivor and Dead Island 2 slotting high on the list, thus pushing two PlayStation console exclusives out of the Top 10: The Last of Us Part 1 and God of War: Ragnarök.

Check out the full charts below.

Top-Selling Games of April 2023, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Star Wars Jedi: Survivor
  2. Dead Island 2
  3. MLB: The Show 23^
  4. Resident Evil 4
  5. Call of Duty: Modern Warfare 2
  6. Hogwarts Legacy
  7. PGA Tour 2023
  8. Mega Man Battle Network Legacy Collection
  9. FIFA 23
  10. Mario Kart 8*
  11. Minecraft Legends
  12. Elden Ring
  13. Minecraft
  14. Final Fantasy I-VI Bundle
  15. Advance Wars 1+2: Re-Boot Camp*
  16. New Super Mario Bros.*
  17. The Last of Us Part 1
  18. Pokémon Scarlet & Violet*
  19. Madden NFL 23
  20. Super Mario 3D World + Bowser’s Fury*

Top-Selling Games of 2023 So Far, U.S., All Platforms (Physical & Digital Dollar Sales):

  1. Hogwarts Legacy
  2. Call of Duty: Modern Warfare 2
  3. Resident Evil 4
  4. Star Wars Jedi: Survivor
  5. MLB: The Show 23^
  6. Dead Island 2
  7. Dead Space Remake
  8. FIFA 23
  9. Madden NFL 23
  10. Elden Ring
  11. The Last of Us Part 1
  12. God of War: Ragnarök
  13. Mario Kart 8*
  14. Minecraft
  15. Pokémon Scarlet & Violet*
  16. Fire Emblem Engage*
  17. Forspoken
  18. Sonic Frontiers
  19. Octopath Traveler II
  20. NBA 2K23*

Hardware continued as the bright spot in April’s announcement, as it’s been lately due to stock being consistent and ongoing demand from potential buyers. This segment grew 7% last month to $367 million. It’s up 18% for the year to date, earning upwards of $1.82 billion.

Driving April’s bump were double-digit dollar gains for both PlayStation 5 and Nintendo Switch, as compared to the corresponding time in 2022. PlayStation 5 clearly continued its momentum from March, when it moved past PlayStation 4 sales when launch-aligned here in the States, leading the company to achieve its global annual hardware target when it reported fiscal results recently.

Importantly for this consumer report, not only are inventories present, people are consistently looking to snatch up both consoles to play aforementioned new releases and evergreen experiences alike. The $367 million of April is the best hardware spend for an April month since around the start of the pandemic in 2020, when it was $420 million.

When measured by dollars generated, PlayStation 5 was top dog for April driven by its loftier price tag. Nintendo Switch came in second place by this metric.

Flip that around if using units as the measure: Nintendo Switch sold the most units, while PlayStation 5 was runner-up. This is mainly due to the introduction of The Legend of Zelda: Tears of the Kingdom’s OLED model, which had a “very strong” start according to Piscatella.

Expanding to 2023 right now, PlayStation 5 is currently leading by both dollar sales and units moved. As it’s easy to see, Nintendo Switch is second by both of those.

What’s also clear is a distinct lack of contribution from the consistently-third-place Xbox Series X|S. While it’s partly because of Microsoft’s shift away from a hardware focus towards ecosystem and subscription, I’m slowly becoming more concerned with Xbox’s performance as compared to peers. Console sales are moving in the wrong direction, even alongside Nintendo’s long-in-the-tooth Switch.

CEO of Microsoft Gaming Phil Spencer made some rather divisive comments recently in an interview with Kinda Funny, discussing the brand’s current spot within the industry and hardware cycle. I commend Spencer for fielding questions at a tricky time for Xbox, with declining console revenue and a disastrous start for Redfall. What irked me is two-fold. He’s been singing a similar “we have to do better” tone for years, even generations, now. The trajectory isn’t great, even if there are momentary high points like Forza Horizon 5 and Hi-Fi RUSH. Then, certain quotes here have a defeatist slant which is never something people want to hear from a brand’s ambassador.

The boss man seemed almost reserved to the fact that Xbox isn’t picking up market share. Sure, there’s no silver bullet that will turn the tide. Yet lacking a consistent output of exclusive titles and not appealing to the core gamer is unacceptable. I’d love to see a media outlet dig into the underlying fundamentals of the business, hardware in particular, because supply should no longer be an issue. Its earnings reports and regional results imply consumers are balking at picking up Xboxes, which is quite concerning even if that’s the smaller portion of Microsoft’s gaming revenue.

Alright. Rant over. Back to my regularly-scheduled conclusion of April’s recap.

The final segment of Accessories was, somehow, exactly the same as last year’s monthly figure at this time: $158 million. This means it turned positive for 2023 to date, moving up 1% to $779 million.

While not as pronounced, Accessories are running somewhat parallel to how Hardware is faring. Plus, it’s feeling the impact of premium peripherals. The higher-priced PlayStation 5 DualSense Edge Wireless controller in black repeated as the monthly best-seller. The premium pad is also 2023’s top-selling accessory right now.

Similar to the past couple months since its debut, there’s no mention of Sony’s PlayStation VR2. February’s release for the device looks much more like a soft launch now, both literally and commercially, mainly because it’s currently available only via Sony’s own storefront.

Last month’s general performance was decent, even if it’s the second straight yearly decline for an April month since maxing out back in 2021. It was a good time for big hitters like Star Wars and Dead Island franchises, plus Sony and Nintendo benefited from an improving hardware environment.

Personally, I’m keeping a close eye on mobile to determine when, or if, it can bounce back to provide a net benefit to content output. Right now, the industry is mainly being supported by blockbuster launches and console availability, especially as subscription spend normalizes and matures.

Shifting focus towards May, this might be the easiest prediction segment I write all year:

It’s Nintendo’s time to shine. (Zel-duh.)

For Hardware as a category, Switch is fully set to break PlayStation 5’s currently monthly streak on dollar sales, as I expect the hybrid device to lead by both revenue and units.

The Legend of Zelda: Tears of the Kingdom will undoubtedly be May’s best-selling software, even without digital. I mean, it’s already sold 10 million units during its first weekend alone, 4 million of which was in the Americas. The only other title on a Nintendo platform to ever reach the 10 million threshold in three days was November 2022’s Pokémon Scarlet & Violet, and that’s really two games counted as one!

This means that Tears of the Kingdom is not only the biggest Zelda launch of all time, beating out its predecessor, it’s the single fastest-selling software on a Nintendo platform in the history of Nintendo platforms.

What other new launches might chart? Take-Two Interactive’s LEGO 2K Drive is an intriguing one later this week, as I see Top 10 potential on the brand recognition alone. I don’t think the aforementioned Redfall from Xbox & Bethesda has even a remote chance, and I’m pessimistic on Daedalic Entertainment’s The Lord of the Rings: Gollum as well. Most publishers smartly moved out of Nintendo’s way.

Within Accessories, the official retail launch of PlayStation VR 2 could bump up the accessories portion. Will it? I’m not sure, though I’d bet spending will at least be flat again.

All of this will lead to overall domestic spending growth in May, I’d say in the mid-single digits with upside into the teens.

“May should be fun,” Piscatella said, sharing my sentiment. “Subscription growth continues to slow. PlayStation VR2 coming to retail [is] happening not a moment too soon.”

I recommend checking out his Twitter thread for Circana’s full report. Until next time, be well everyone. Thanks for reading!

*Digital Sales Not Included

^Xbox & Nintendo Switch Digital Sales Not Included

Sources: Capcom, Circana, Kinda Funny, Nintendo.

-Dom

PlayStation 5 Q4 Unit Sales Record Drives All-Time High for Sony’s Gaming Division in 2022 With a Couple Caveats

Gamers should be happy, for once, because the PlayStation 5 has finally arrived!

At least that’s according to Sony’s 2022 annual financial results, which proved that any lingering supply issues for the newest console generation are now over.

The Japanese consumer tech giant reported earnings in Japan last week for the fiscal year ending March 2023. Within, its PlayStation division had an exceptional time as hardware inventories returned and people everywhere could buy PlayStations once again. Its Game & Network Services (G&NS) segment produced almost $27 billion in annual sales, an all-time best.

What’s the catch?

Well, a historically weak yen had an outsized impact and was responsible for a substantial portion of revenue growth. Gaming also proved less profitable because of higher development and acquisition expenses. I’ll cover that more later.

Still, that’s not to dampen what Sony is doing with its gaming hardware business emerging out of the height of pandemic times. During January to March, the PlayStation 5 had the best non-holiday quarter for a gaming console ever with 6.3 million units sold. For perspective, it had shipped 3.3 million and 3.9 million in the same quarter during 2020 and 2021, respectively.

This means Sony beat its ambitious fiscal year target of 19 million shipped, reaching 19.1 million. It also drove lifetime shipments to 38.4 million, moving past the 30.75 million for Sega Genesis and Nintendo 64’s 32.93 million.

On the content side for PlayStation, while yearly software unit sales declined, its services and engagement statistics showed progress as PlayStation Plus and Monthly Active Users (MAUs) either remained flat or gained ground.

“Distribution inventories have normalized, and we are now able to deliver PS5 to customers without waiting almost all over the world,” executives said in prepared remarks. “In addition, the positive impact of increased PS5 sell-in has begun to appear in engagement metrics, with dollar-based third-party software sales exceeding the same month of the previous fiscal year in February and March.”

Here’s a closer look at the numbers for 2022, plus a preview of the year ahead with my new predictions.

Starting with Sony overall, its Q4 revenue jumped 35% to $22.6 billion. During fiscal 2022, sales rose 16% to over $85 billion, slightly above its target. This benefited from contributions across a number of business lines, including G&NS in addition to Entertainment, Technology & Services (ET&S) and its Music segment.

On the other hand, quarterly operating profit suffered a 51% decline to $950 million. It was virtually flat for the year, at $8.92 billion, above estimate. Headwinds included currency impact alongside lower contributions from PlayStation and Sony Pictures.

Gaming is a major factor for Sony’s overall performance. Both Q4 and 2022 overall proved to be mixed, with excellent top-line growth yet a weaker profitability outcome. PlayStation revenue between January and March launched 61% higher, to an all-time Q4 record of $7.9 billion. That was over a third of Sony’s sales for the quarter. During 2022, PlayStation sales grew 33% to a record $26.9 billion.

Again, on the flip side was profitability. Fourth quarter operating profit dipped 55% to $287 million. This drove the annual figure down 28% to $1.85 billion.

There’s great top-line movement yet worsening profit tells a totally different tale. Part of the reason behind record sales was massive exchange rate impact. Over the course of 2022, currency effect was upwards of $3.1 billion. That’s 12% of the total! If backing out this portion, for illustration purposes, Sony’s annual revenue would have been virtually flat.

Profitability took a hit mainly due to higher costs associated with making blockbuster first-party games like God of War Ragnarok, which had a reported budget of at least $200 million, plus purchasing Destiny creator Bungie among other smaller studios. Sony is also investing in its services suite and cloud offerings, and rebranded its PlayStation Plus membership structure. And frankly, it costs money to supply more hardware.

A primary growth driver was, naturally, PlayStation 5 hardware shipments. As regional data came in from key markets, indicators pointed to a big quarter. I still didn’t know if it could be this massive. Sony just shipped the most PlayStations in any fiscal Q4. To put this 6.3 million in context, the biggest January to March shipment total was 3.1 million right after its launch in fiscal 2013. Last year, Sony moved a paltry 2 million.

Even more, I bet most if not all stock is selling-thru to customers. The supply and demand equation has equalized, and Sony is clearly making up for lost time.

While this is impressive stuff, the PlayStation 5 continues to lagging its predecessor, which was at 40 million shipped by the end of its third fiscal cycle. That’s currently the fastest-selling console in Sony’s history. We’ll see if PlayStation 5 catches up. (Tease: It should by next year).

This performance was reflected in its product mix, where Hardware made up 35% of the quarter’s sales after more than doubling year-over-year. Next up was 21% via Add-On Content as it benefited from spend on third-party software and downloadable expansions. Digital games comprised 16%, no doubt bolstered by a monumental launch for Warner Bros’ Hogwarts Legacy. And the Others category contributed 13%, moving up 176% since last year. This includes Sony’s games on PC, such as The Last of Us Part 1 which launched in March.

As I did during my Microsoft earnings reaction, here’s a quick rundown of where Sony’s latest annual output fits compared to peers. Tencent’s latest was nearly $26 billion, meaning that if we account for extreme exchange rate fluctuations, Sony’s $26.9 billion would be tops. Backing out that effect, Sony occupies the second spot again at $23.82 billion. This is where Microsoft’s Xbox sales sit at $15.43 billion. Activision Blizzard’s 12-month revenue was $8.14 billion, so the combined firm could be $22 billion to $23 billion, accounting for redundancies and sales overlaps. Nintendo previously produced $12.25 billion, yet the company is reporting more recent results next week.

Sony’s management also shared supplemental statistics, which give insight into the number of folks playing regularly on PlayStation, if those users actively sticking around plus how well are services being received.

To keep it simple, I’ll focus on annual figures. Intriguingly, full game software sales across the PlayStation family took a substantial hit during 2022, moving down 13% to 264.2 million. Out of that, 43.5 million were from first-party titles published by Sony itself. That number is down only marginally from last year’s 43.9 million. In fact, Sony claims that dollar sales of first-party software rose 41%, including the impact from Bungie. The bulk of the unit drop was external games.

Digital represented 67% last year, up slightly from the 66% of fiscal 2021. That means more than two-thirds of games purchased for a PlayStation platform are via download. Digital’s slice didn’t dip below 62% during any quarter over the past two years.

It appears that, for now, the refurbished PlayStation Plus service is attracting and retaining users. There were 47.4 million memberships at the end of March, the same exact figure as the prior year and up 1 million sequentially since the holiday season.

Reflecting a similar engagement theme was active users on PlayStation. MAUs, defined as the “estimated total number of unique accounts that played games or used services on the PlayStation Network during the last month of the quarter” rose from 106 million in March 2022 to 108 million now.

Thus, while software sales declined for Sony this fiscal year, just as many people are subscribing to its catalog of older titles on PlayStation Plus and even more people are active on the ecosystem, which contributed to its elevated financial results.

“The number of monthly active users for PlayStation as a whole increased 2.3 million accounts compared to the same month of the previous fiscal year in March,” management said on its conference call.

There’s two sides to Sony’s story last year, and I’ve fully delved into both. To summarize, it was one of the best years gaming has ever seen. Albeit with the caveat of revenue benefiting greatly from a weak local currency and profit facing hits from big costs. There’s macro elements like supply lines being shored up that greatly benefit, and even though people are buying less games, perhaps partially due to inflation pressure, they are playing the games they bought.

One disappointing element of Sony’s announcement was nothing much on PlayStation VR2, which launched in February. For such a major product launch to receive zero airtime is concerning, and reinforces my viewpoint that its launch isn’t moving the needle for PlayStation or virtual reality as a niche.

Looking ahead, Sony has set a rather ambitious target for its gaming division in fiscal 2023. Namely, it expects the best year ever for PlayStation hardware, even with a single system-selling title on the docket for the upcoming 12 months.

“We are planning to release a major title, Marvel’s Spider-Man 2, this fiscal year, and we aim to continue creating new IP, rolling out catalog titles for PC and strengthening live game service development.”

Starting with hardware guidance, executives anticipate shipping a staggering 25 million PlayStation 5’s between April 2023 and March 2024. That would be the single best year of PlayStation console sales in its three decade history. If this happens, lifetime PlayStation 5 sales would reach 63.4 million, thus blowing past PlayStation 4’s 60 million on a launch-aligned basis.

I believe Sony will in fact meet this mark. I’m forecasting 25 to 25.5 million in annual PlayStation 5 shipments. I don’t expect any sort of new enhanced version, despite what “insiders” claim. Sony doesn’t need one right now. Supply has caught up to demand and it will milk the current devices until there are more games available solely on this generation.

Effectively, I’m targeting calendar 2025 for a PlayStation 5 model refresh.

Unlike Sony’s overall guidance expecting lower results in fiscal 2023, the firm is upbeat on the gaming segment. It anticipates 7% higher revenue and 8% better operating profit for PlayStation, to $28.8 billion and $1.99 billion respectively. The former would be another all-time best.

Will it hit these? I’m hesitant, not because of games or hardware, mainly because of exchange rate uncertainty plus cost upside. I’m expecting a more modest rise in the low single-digits, and operating profit to be flat or down slightly.

I’m expecting a great upcoming 12 months for software on PlayStation. Marvel’s Spider-Man 2 is undoubtedly a system seller. Square Enix’s Final Fantasy XVI and Capcom’s Street Fighter 6 will attract audiences. Activision Blizzard will launch Diablo IV to critical and commercial acclaim, and will have some sort of premium Call of Duty to sell. MLB The Show is a quiet success every year. Even Ubisoft will, allegedly, launch some games.

There’s also the transmedia portion and PC sales, incorporating brands like The Last of Us and Twisted Metal, which can provide upside if costs are kept in check. The great unknown is Sony’s live services push because it’s still in the ramp-up phase, where it generates expenses long before revenues and I remain a skeptic on just how many players will obsess over ongoing games exclusive to a single platform. At least Naughty Dog should share more on The Last of Us multiplayer this year.

I’ve come to the end of another fun rundown, within what’s already been a busy season. Next up will be Nintendo next week. Thanks for hanging out. Until then, take care, and be well everyone!

Note: Comparisons are year-over-year unless otherwise noted. Exchange rate is based on reported average conversion: US $1 to ¥135.4.

Sources: Ariana Ruiz/Picture Alliance (Image Credit), Circana, Company Investor Relations Websites, The Guardian.

-Dom

PlayStation Achieves Record Holiday Sales & Profit in 2022 Q3 & Raises PS5 Annual Hardware Target

What a quarter for PlayStation. Talk about bucking the trend!

I’ve been writing recently how this past holiday will be a mixed bag for many consumer technology firms, including gaming hardware manufacturers and software publishers. Sony is both of these things, and management is masterfully navigating the murky waters of our economic environment.

This fact is clearly illustrated when it reported third quarter fiscal 2022 results earlier today in Japan, in which the overall business grew double-digits and the PlayStation business unit achieved record Q3 sales and operating profit. The prior record-holder was this same quarter last year.

Within the report, it showcased growth across all PlayStation product categories. Hardware output more than doubled since last year, as did retail software, and digital content rose substantially. As I’ll show in a later chart.

PlayStation 5 (PS5) hardware had its best quarter to date measured by shipments, by a wide margin. Sony shipped 7.1 million PS5 units between October and December, up a whopping 82% compared to last holiday’s 3.9 million. That brings lifetime PS5 unit sales to 32.1 million. It’s now outsold the Sega Genesis, which peaked at 30.75 million overall.

Not only that, Sony actually increased its annual hardware guidance! While PS5’s better availability is impressive given higher input costs and supply chain disruptions of calendar 2022, it’s worth noting the console is still tracking below PlayStation 4 (PS4) at this same point in the early life cycle.

Partially driving demand for the new console was a suite of AAA games around this time. Third-party hits Call of Duty: Modern Warfare 2 and annualized sports games plus a system-seller like God of War Ragnarök alongside a supplementary title like Gran Turismo 7 significantly bolstered software, as both physical units and digital downloads soared.

“We are seeing steady results from the various measures we have taken in terms of both hardware and software,” management said in prepared remarks. “And we believe that we have created positive momentum to re-accelerate the growth of the game business centered on the expansion of the penetration of PlayStation 5.”

Here’s a deeper dive into the numbers behind this all-time holiday season, then a look at the company’s guidance and my predictions. Including a new chart format for the category mix!

Across the broader corporation, as shown in the above slides, Sony generated 13% more revenue this quarter up to $24 billion. Operating profit however declined 8%, to $3 billion. That second figure was the second best result in company history in local currency, behind only Q3 last year.

Shifting focus to the PlayStation segment alone, which is called Game & Network Services (G&NS) in Sony’s reporting. Sales increased a staggering 53% to $8.8 billion. Operating profit rose a more modest, yet still impressive, 25% to $820 million.

PlayStation exhibited exceptional top-line and profit growth that led to both of these figures being all-time records. Now it’s partially due to foreign exchange movement in a volatile rate environment, yet it’s mainly due to improving underlying fundamentals in its gaming business. Better hardware sales due to supply being there and demand staying strong, plus a big boost from first-party software. Even rising costs related to network business and acquisitions couldn’t hold profit back.

This was an astounding quarter. Looking at product category sales, nearly all of them moved up double-digits in Q3. Quite literally off the chart, as shown in the last one in the above gallery. Hardware was the biggest contributor at 35% of the total, since it more than doubled since last holiday. Add-On Content was the next biggest segment at 21%, even if it “only” increased 5%. Digital software comprised 20% of the PlayStation business, improving its sales 35% year-on-year. Physical Software proved to be the biggest mover from a growth standpoint, more than tripling.

Factoring in this latest record quarter, annualized revenue for G&NS is upwards of $22.84 billion right now. That’s the highest in history, tracking towards a best-ever year of sales. In fact, it’s $3 billion more than it’s ever been. I can’t overplay how well gaming is doing from a revenue standpoint, approaching a ridiculous $23 billion.

Profitability over the last 12-month period is a bit more tempered, as annual operating income totals $2.11 billion at present. It’s certainly recovering from where it was last quarter, trending towards pandemic highs.

Running down a quick comparison to industry peers, Sony is still in second place from a revenue standpoint. Tencent reports in March; for now, its annual sales are around $25.8 billion. PlayStation slots in here at the $22.84 billion. In Microsoft’s report last week, which I covered here, revenue over the last 12 months equaled $15.56 billion. Lastly, Nintendo is at $13 billion, though it has also yet to report and will do so next week. Keep in mind that a combined Microsoft and Activision Blizzard entity could eventually compete with Sony for second place, though I’d estimate it’s not above $20 billion to $21 billion just yet.

Now I’ll dig more into additional info from Sony on unit sales, network results and engagement stats for its gaming vertical.

Full game software sales declined in Q3, from 92.7 million to 86.5 million. That accounts for both internal teams and external publishers, including bellwethers like Call of Duty, Madden NFL and FIFA.

For first-party titles, this is where the real boost occurred. It nearly doubled from 11.3 million last year to 20.8 million. The bulk was, of course, driven by God of War Ragnarök which started at 5.1 million units during its launch week in November and has since reached the 11 million milestone. It’s the fastest-selling platform exclusive in PlayStation history across both of these time periods, a ridiculous result for the sequel to God of War (2018).

Within software, digital downloads compromised 62% of total game sales on PlayStation. That’s the exact same figure as last year, and only down slightly from 63% last quarter. The aforementioned growth of retail sales certainly affected this split.

Sony’s rebranded PlayStation Plus service now has 46.4 million subscribers, down compared to last year’s 48 million. Still, it’s higher than the 45.4 million last quarter thus showing sequential growth.

The other major user stat of Monthly Active Users (MAUs) edged up a million in Q3 to 112 million. It’s also 10 million higher than Q2, since the holiday season tends to attract new users and returning players alike. Sony also cited the transition to current generation hardware as a reason for user acquisition. The percentage of that 112 million that were solely on PS5 moved up to 30%, or roughly 33.6 million individual accounts.

“Engagement metrics of users who transitioned from PS4 to PS5, such as their PS Plus subscription rate, gameplay time, and average spending amount are significantly higher than those when they played on PS4,” executives said. “So we will continue to focus on accelerating the transition of PS4 users to PS5.”

Sony points out that almost 30% of MAUs on PS5 are users that never had a PS4, thus it’s attracting various new players, and payers, to the ecosystem. An essential part of any console business.

Intriguingly, for PlayStation players, total gameplay time declined 3% versus last Q3. Compared to the quarter ending September, it was up 6%. Focusing strictly on the month of December, hours jumped 14% compared to November.

“We believe that user engagement is on a recovery trend due to the penetration of PS5 and the contribution of hit titles,” management said. Based on the way hardware is trending, how high revenue has grown and its excellent title lineup last year, I certainly see that same trend.

It’s hard to overstate how exceptionally PlayStation performed in the months between October and December 2022.

To secure record revenue and profit during this macro environment, when people are facing inflation and returning to other activities, it’s truly the exception within consumer tech and gaming. Quite literally moving the opposite direction of a major peer like Microsoft. Even Apple is facing revenue challenges as it reports 5% decline in sales just this afternoon. Related publishers around the globe are struggling to outpace last year’s results. I’m supremely impressed with the leadership executing on its strategies, namely how it secured enough consoles to satiate pent-up demand.

Moving into the last quarter of its current fiscal year, management provided updated guidance for a variety of numbers. It slightly reduced total sales guidance down 1%, then bumped up operating income by 2 percentage points. These now imply around $81.2 billion in revenue and $8.33 billion in profit for fiscal 2022.

As for PlayStation, management reiterated its annual sales forecast which would be a record of $25.6 billion. It also raised guidance for gaming operating profit by around 7%, now expecting $1.7 billion for the year mainly because of currency movement. I think the top-line figure is fine for PlayStation as a segment, though firmly believe that operating profit forecast will be easily achieved. It feels too conservative given the latest holiday performance.

On the flip side, management is being even more aggressive on its PS5 unit sales outlook for the year. It’s raising the already high forecast by a million units, up to 19 million. Which would bring lifetime shipments to 38.3 million. All I can say is: Wow. Talk about upbeat! Right now, PS5 sales for fiscal 2022 are at 12.8 million thru 3 quarters. Sony needs to ship a massive 6.2 million in the 3 months ending this March in order to accomplish this target.

Now, I thought they were out of their collective mind last quarter. And I remain my usual skeptical self, considering 6.2 million is more than literally any other quarter in the PS5 life cycle other than this past holiday season. Management’s confidence must be rubbing off on me, as I think Sony will get close: I’m bumping my annual forecast to 17.5 million to 18 million.

What else could drive results into March? Well, PlayStation VR2 launches in a few weeks though I’m tepid on its commercial upside. Virtual reality remains a niche market, and the cost to entry is high for a peripheral that requires a pricey base console. I expect 1 million units to ship in the quarter ending March, yet a marginal impact on the bottom line considering it’s also costly to make headsets.

There’s also Sony’s transmedia push, which is paying dividends for both gaming and its Pictures division. In particular, the collaboration with HBO on The Last of Us is a smash hit and having broader audience appeal beyond any expectation. It’s attracting massive viewership and driving sales of September’s console release of The Last of Us Part 1, which is also launching on PC before fiscal year-end, and June 2020’s The Last of Us Part 2.

Well, talk about a lot to cover! It’s been a busy season already. Thanks for checking out another recap. Head on over to the latest earnings calendar for more dates to come, and I’ll have a full rundown of Nintendo’s results after the company publishes them next week.

Until then, be safe everyone!

Note: Comparisons are year-over-year unless otherwise noted. Exchange rate is based on reported average conversion: US $1 to ¥141.7.

Sources: Company Investor Relations Websites, HBO Max (Image Credit), USA Today (Image Credit).

-Dom

PlayStation 5 Sales Reach 25 Million as Sony’s Gaming Unit Posts Record Revenue & Declining Profit in Mixed Q2 2022 Report

As the calendar turns to November, the ongoing earnings season across gaming, tech and media keeps on rolling. Those who follow my latest calendar post will know it’s only picking up steam!

Yesterday, Sony announced fiscal 2022 second quarter results. It’s the definition of a mixed bag, akin to receiving both an apple and candy bar while trick-or-treating! (I miss the spooky season already.)

Overall the Japanese consumer tech company saw improved sales and profitability. Within the PlayStation business, revenue rose in the double-digits to its best fiscal Q2 on record. However, operating profit saw a precipitous drop of nearly 50% in what was one of its toughest outcomes in recent memory.

Underlying this dynamic of good top-line growth yet decreasing profitability was favorable impact from exchange rate movement, as the Japanese yen is near its weakest point in decades. It’s also attributed to lower software output from external publishers. Then, for profit, better margins for PlayStation 5 hardware couldn’t offset high expenses from ongoing development and acquisition activity, namely the purchase of Bungie.

Speaking of hardware, PlayStation 5 lifetime unit sales reached 25 million after Sony shipped 3.3 million units in the quarter ending September. That’s the same exact quarterly shipment amount as last year. While it now outpaces Nintendo GameCube’s 21.74 million and the original Xbox at 24 million, it’s still hitting market at a much slower pace than its predecessor. Sony is upbeat on the remainder of this fiscal year at least, reiterating its 18 million shipped target. Which means it must reach 12.3 million in the back half. Read my predictions later in the piece to see if I agree.

As for engagement stats given the rebranding of PlayStation Plus during this quarter, it’s better than it first appears. From a subscriber and active user standpoint, things are looking down as both PlayStation Plus and Monthly Active Users (MAUs) across the network declined. However, Network Services dollar revenue is up double-digits. Which means the rebranding is attracting buyers that are spending more, and shedding those that aren’t interested in paying within the ecosystem. It’s actually been a win for PlayStation, despite a lower subscriber count.

“Production itself has been quite well,” said Sony Chief Financial Officer Hiroki Totoki. “We have the decline of MAUs and the other indices. The second quarter, more people are now going outdoors. And we have yet to get out of the negative cycles. PlayStation 4’s and third-party software sales have been rather sluggish. Catalog and historical titles have been declining. Against that, PlayStation 5 engagement is quite high.”

That said, here’s a deep dive into Sony’s latest numbers.

Sony’s consolidated results for the latest quarter are shown on the first slide above, and the remainder reveal insight into its Game & Network Services (G&NS) business.

Overall sales moved up 16% to $19.91 billion, while operating profit rose 8% to almost $2.5 billion. Both of these figures are best-ever second quarter results, as reported in Japanese yen. Even amidst a global scenario that’s experiencing economic slowdowns and rising inflation, Sony is proving to be resilient so far.

Now onto the PlayStation business. This unit improved quarterly revenue by 12% to a Q2 record $5.2 billion, contributing 26% of the company’s total. Operating income on the other hand was hit hard in the three months ending September, dropping 49% to $305 million.

On the top-line, these gaming results benefited from currency fluctuations even as sales of software not published by PlayStation softened. Profitability was drastically eroded by the aforementioned content sales drop and higher expenses amidst rising costs in general. There was a bit of good news sprinkled, as Sony indicated it’s losing less money on hardware in recent months.

Moving into the product sales split chart will help illustrate these talking points, showcasing what’s driving PlayStation right now. All categories were either flat or up, many of them in the double-digits. Intriguingly, Physical Software saw the biggest gain at 32%. Next up was Network Services, clearly benefiting from PlayStation Plus’ new tiered system (as cumbersome as it might be). Digital Software rose 14% while Hardware moved up 12% on better inventories. Add-On Content was the only source not to grow; though it also didn’t lose any ground, coming in flat for the quarter.

To help provide even more perspective, there are two additional charts showing the last 12 months of sales and profit for PlayStation. Summing up the last four quarters, Sony’s annual gaming revenue is currently nearly $20.3 billion. That’s the second best trailing 12-month revenue in PlayStation history, nearly identical to last year’s figure. On the flip side, the last year of operating income being under $2 billion is the worst in over two-and-a-half years. This clearly shows the challenge for Sony when it comes to gaming, maintaining profitability in a cooling economic situation as it pushes forward with big budget projects.

As I did in my recent article on Microsoft’s latest results, here’s a quick rundown of where PlayStation’s annual sales fit in the industry right now. I’ll mention the same caveat: when converted to United States dollars, the Japanese companies look a bit lighter than usual because of yen weakness. That said, Tencent’s $24 billion from gaming is tops. Sony maintains the second slot with its nearly $20 billion, while Xbox continues in third with $16 billion. Nintendo, which reports next week, was at $13 billion though that will likely move up.

Moving on from the financial side, here’s a closer look at Sony’s supplemental information highlighting even more recent stats for the G&NS division.

Full game software sales across PlayStation platforms totaled 62.5 million in Q2, which is down 18% or almost 14 million units since the same three months in fiscal 2021. This is partly driven by release slate, where last year saw titles like Ratchet & Clank: Rift Apart just before the quarter started then launches for both Ghost of Tsushima Director’s Cut and Deathloop. This year’s flagship was solely The Last of Us Part 1.

First party titles sold nearly a million less units in Q2 this year, at 6.7 million compared to 7.6 million. Even considering third party titles, mainly in the sports genre, content sales proved to be lighter. Digital split within full game software remained relatively constant, at 63% in Q2 versus 62% last year.

“When we compare software sales for this quarter with the same period of the previous fiscal year, we see sales of past library titles declined sharply, while sales of major new titles remained strong,” management said. “Users appear to be playing a smaller number of titles out of a desire to spend less money.”

Then there’s the element of subscription services and player engagement. PlayStation Plus ended September with 45.4 million subscribers, down 1.8 million since last year and 1.9 million compared with last quarter. This was mainly due to user engagement on PlayStation 4 performing worse than the company anticipated.

MAUs across the PlayStation network moved down to 102 million, seeing similar contractions against last year’s 104 million and Q1’s 103 million. Sony pointed out that total gameplay time rose “slightly” compared to the prior quarter, it declined 10%. Why? People have more opportunities to “go outside” now that COVID 19 infections are trending down. Basically, gamers are apparently touching more grass.

The last tidbit provided by executives during their prepared remarks is that PlayStation Plus subscriber ratio among PlayStation 5 general is “significantly above” that of PlayStation 4. Which makes sense, it’s a much more digital world now that’s open to paying for subscriptions like this and Xbox Game Pass. Sony’s latest rebranding and alignment of services shows its focus on attracting people to its ecosystem, so they can spend within it.

Thus concludes what I’d classify as one of PlayStation’s most divergent quarters in recent memory, presenting a clear divide between record sales and diminishing profits.

Sales growth is great to see, especially for Hardware and Network Services. I’d still argue that reigning in costs is much more important given today’s recessionary environment. PlayStation 5 availability is better than it’s been since launch and demand is certainly there on the consumer side. Its Sony’s expenditures on big budget projects, including PlayStation VR2 as a new peripheral, and buying of studios like Bungie that impacts the bottom line.

Management’s forward-looking guidance for the second half of fiscal 2022 reflects this same situation. First, it raised total company guidance for both sales and operating profit by 1% and 5% respectively. Then, it expects slightly higher sales from PlayStation however is forecasting 12% lower operating profit. This is much more in-line with my expectations.

As I mentioned above, PlayStation 5’s full year target is still 18 million units. Management claims that both material supply and logistical challenges have eased, thus it actually produced 6.5 million in Q2 and shipped around half of those to retail. I remain skeptical, keeping my previous annual estimate of between 15 and 16 million.

If it happens to meet the 12.3 million PlayStation 5 units required in the back half of fiscal 2022 to get there, lifetime sales would be 37.3 million by March 2023. Still below the 40 million of PlayStation 4 during the same time frame. It sounds like Sony’s target for fiscal year 2023 is 23 million, trying to make up ground on its predecessor. I think it will need more than that.

While Sony doesn’t provide formal guidance on software, I’m quite bullish on the next quarter and into the first calendar portion of 2023. Mainly because of two major new releases, one first-party and the other multi-platform. God of War Ragnarok hits market next week, and will rival or outpace the year’s biggest PlayStation 5 exclusives. As part of this report, Sony shared updated unit sales for God of War (2018): It’s now reached 23 million units, up from just under 20 million a year ago.

Then of course we have Call of Duty: Modern Warfare 2, what I expect to be 2022’s best-selling premium title. Yes, even considering the beast that is Elden Ring. Activision Blizzard’s Call of Duty franchise is on another level, especially its Modern Warfare sub-brand, seeing as this year’s title earned a record opening weekend of $800 million in sales to consumers. Considering PlayStation has a marketing deal in place, it benefits more than any other platform when the military shooter does well. Between that and PlayStation Plus continuing to fill out its offering, I’m upbeat on both software and add-on content sales in the coming quarters.

“We are actively pursuing various measures to further increase user engagement and re-accelerate the growth of our game business from both the hardware and software perspectives,” said Sony’s executives in prepared remarks. “We expect to see the results of these efforts contribute to sales and
profit in earnest from the second half of this fiscal year and next fiscal year.”

Finally, there’s Sony’s announcement today on the timing and cost of PlayStation VR2. The follow-up to its original virtual reality headset back in 2016 will launch on February 22nd at the lofty price of US $549.99 for its base model. This reflects the same sort of revenue and profit considerations as before: It’s a major barrier to entry considering users also need to own a PlayStation 5, which will push up sales, however margins will likely be small considering how much it costs to make each unit. I’m cautious on its commercial prospects initially, and think it will appeal more over time once more people own its corresponding console.

That’s a wrap on Sony’s latest results. What were your reactions? Any surprises? Do you think Sony can hit its financial and hardware targets by March? Drop a note here or social media and check back soon for even more coverage of gaming, tech and media. Be well, and thanks for stopping by!

Note: Comparisons are year-over-year unless otherwise mentioned. Exchange rate is based on reported average conversion: US $1 to ¥138.2.

Sources: Activision Blizzard, Company Investor Relations Websites, Forbes (Image Credit), Michael Ng (Image Credit), PlayStation Blog.

-Dom