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Take-Two Earnings Call Reveals 75 Million Sales For Grand Theft Auto V And Strong Revenue Growth

Today Take-Two held its quarterly earning call and revealed a 15-percent net revenue growth during the holiday quarter. Take-Two credits much of its success to the continued and "better than expected" performance of Grand Theft Auto V, which has now sold 75 million copies, and the continued DLC support of Grand Theft Auto Online from Rockstar Games. Take-Two says that Rockstar will continue to support GTAO with more content. 

The call also revealed interesting numbers for the publisher:

  • Mafia III is the publisher's fastest selling game in the first week and has, at the current date, sold-in over 5 million copies altogether.
  • Civilization VI is the fastest selling entry in the series and has sold 1.5 million units to date. The sales for the series as a whole have now passed 40 million copies.
  • NBA 2K17 has sold nearly 7 million copies.
  • The biggest contributors to Take-Two's revenue growth were Grand Theft Auto V/Online, WWE 2K17, NBA 2K17, and Civilization VI.
  • Take-Two expects its net revenue to increase from $ 542 million to $ 592 by March 31.
  • The publisher plans to support the Nintendo Switch with NBA 2K18 and beyond.

You can find all the talking points from the earnings call right here.

 

Our Take
Take-Two's strategy of continuing to support its franchises through DLC support appears to be paying off. Grand Theft Auto V continues to kill it, with fierce sales, which is shocking for a game that's over three years old, thanks to continued support.

It'll be interesting to see if Mafia III's story missions and continued support helps boosts its numbers as well.

www.GameInformer.com – The Feed

Update: ZeniMax Awarded $500 Million In Oculus Lawsuit

Even as multiple sources report that the jury continues to consider other questions regarding  the case, they have passed along at least one monetary judgment, awarding ZeniMax $ 500 million on the point of Palmer Luckey’s failure to comply with a non-disclosure agreement.  At the same time, the jury has made the decision that Oculus did not misappropriate trade secrets, which was another issue in contention. 

Previously, the ZeniMax/Oculus lawsuit has played out in an unusually public way, with numerous details about the court case making its way into the news, including a statement from ZeniMax regarding its confidence that Oculus stole trade secrets, and Oculus' denial that any code or technology was taken and that the claim from ZeniMax was wasteful

Decisions connected to the lawsuit continue to emerge from the courtroom, and we’ll update as we learn more. In the meantime, we have reached out to representatives for both ZeniMax and Oculus.

We immediately heard back from Oculus. The statement from their spokesperson reads:

The heart of this case was about whether Oculus stole ZeniMax's trade secrets, and the jury found decisively in our favor. We're obviously disappointed by a few other aspects of today's verdict, but we are undeterred. Oculus products are built with Oculus technology. Our commitment to the long-term success of VR remains the same, and the entire team will continue the work they've done since day one – developing VR technology that will transform the way people interact and communicate. We look forward to filing our appeal and eventually putting this litigation behind us.

Update as of 2/1, at 4:45pm CT: Zenimax has responded with a statement of its own:

We are pleased that the jury in our case in the U.S. District Court in Dallas has awarded ZeniMax $ 500,000,000 for Defendants’ unlawful infringement of our copyrights and trademarks, and for the violation of our non-disclosure agreement with Oculus pursuant to which we shared breakthrough VR technology that we had developed and that we exclusively own.  In addition, the jury upheld our complaint regarding the theft by John Carmack of RAGE source code and thousands of electronic files on a USB storage device which contained ZeniMax VR technology. While we regret we had to litigate in order to vindicate our rights, it was necessary to take a stand against companies that engage in illegal activity in their desire to get control of new, valuable technology.

Asked to comment on the decision, Robert Altman, ZeniMax’s Chairman and CEO, said: “Technology is the foundation of our business and we consider the theft of our intellectual property to be a serious matter.  We appreciate the jury’s finding against the defendants, and the award of half a billion dollars in damages for those serious violations.”  

The liability of Defendants was established by uncontradicted evidence presented by ZeniMax, including (i) the breakthrough in VR technology occurred in March 2012 at id Software through the research efforts of our former employee John Carmack (work that ZeniMax owns) before we ever had contact with the other defendants; (ii) we shared this VR technology with the defendants under a non-disclosure agreement that expressly stated all the technology was owned by ZeniMax; (iii) the four founders of Oculus had no expertise or even backgrounds in VR—other than Palmer Luckey who could not code the software that was the key to solving the issues of VR; (iv) there was a documented stream of computer code and other technical assistance flowing from ZeniMax to Oculus over the next 6 months; (v) Oculus in writing acknowledged getting critical source code from ZeniMax; (vi) Carmack intentionally destroyed data on his computer after he got notice of this litigation and right after he researched on Google how to wipe a hard drive—and data on other Oculus computers and USB storage devices were similarly deleted (as determined by a court-appointed, independent expert in computer forensics);  (vii) when he quit id Software, Carmack admitted he secretly downloaded and stole over 10,000 documents from ZeniMax on a USB storage device, as well as the entire source code to RAGE  and the id tech® 5 engine —which Carmack uploaded to his Oculus computer; (viii) Carmack filed an affidavit which the court's expert said was false in denying the destruction of evidence; and (ix) Facebook's lawyers made representations to the court about those same Oculus computers which the court's expert said were inaccurate. Oculus’ response in this case that it didn’t use any code or other assistance it received from ZeniMax was not credible, and is contradicted by the testimony of Oculus programmers (who admitted cutting and pasting ZeniMax code into the Oculus SDK), as well as by expert testimony.

We will consider what further steps we need to take to ensure there will be no ongoing use of our misappropriated technology, including by seeking an injunction to restrain Oculus and Facebook from their ongoing use of computer code that the jury found infringed ZeniMax’s copyrights. 

[Source: UploadVR, Polygon]

 

Our Take
The details of this case have been under intense public scrutiny, and have importance relevance to the emerging technology of virtual reality. While this initial award is much smaller than what ZeniMax has sought ($ 4 billion), there are still other matters being debated, and any way you look at it, a monetary award to ZeniMax suggests that that the jury agreed that there was merit to at least part of the original claims made by ZeniMax against Oculus.

www.GameInformer.com – The Feed

Zenimax awarded $500 million in lawsuit against Oculus

After two and a half days of deliberation, a Texan jury awarded Zenimax a fraction of the $ 4 billion sought by the company following an extended legal battle with Oculus over VR tech. …


Gamasutra News

Nintendo Sells 1.5 Million NES Classic Editions, Apologizes For Shortages

Nintendo recently held a Corporate Management Policy Briefing, and while it mostly reiterated the financial details shared yesterday, there were some new details, like the success of the NES Classic Edition.

The system (which we reviewed here) is a miniature plug-and-play system that comes with 30 NES games. The device sold 1.5 million units across the world and continues to be difficult to find in stores. In the briefing, Nintendo shed a little light on exactly why that is.

In November last year, we brought back the nostalgic Famicom and NES home consoles in palm- sized versions and shipped the entire quantity of Nintendo Classic Mini Family Computer units we initially prepared for each market. We apologize to our consumers and retail partners for the inconvenience caused by product shortages. Some parts require time to procure, but we are working to increase production. We also see the nostalgic interest in these products as an opportunity to draw consumers’ attention to our latest game system, Nintendo Switch.

For more on the NES Classic Edition, head here.

[Source: Nintendo]

 

Our Take
It feels like the only people who underestimated the potential sales of this thing was Nintendo. I really hope it leads to the release of a comparable Super Nintendo classic edition console. Despite being a heavy investor in the Wii U Virtual Console, that is one I would probably have to get.

www.GameInformer.com – The Feed

Nintendo Sells 1.5 Million NES Classic Editions, Apologizes For Shortages

Nintendo recently held a Corporate Management Policy Briefing, and while it mostly reiterated the financial details shared yesterday, there were some new details, like the success of the NES Classic Edition.

The system (which we reviewed here) is a miniature plug-and-play system that comes with 30 NES games. The device sold 1.5 million units across the world and continues to be difficult to find in stores. In the briefing, Nintendo shed a little light on exactly why that is.

In November last year, we brought back the nostalgic Famicom and NES home consoles in palm- sized versions and shipped the entire quantity of Nintendo Classic Mini Family Computer units we initially prepared for each market. We apologize to our consumers and retail partners for the inconvenience caused by product shortages. Some parts require time to procure, but we are working to increase production. We also see the nostalgic interest in these products as an opportunity to draw consumers’ attention to our latest game system, Nintendo Switch.

For more on the NES Classic Edition, head here.

[Source: Nintendo]

 

Our Take
It feels like the only people who underestimated the potential sales of this thing was Nintendo. I really hope it leads to the release of a comparable Super Nintendo classic edition console. Despite being a heavy investor in the Wii U Virtual Console, that is one I would probably have to get.

www.GameInformer.com – The Feed

Overwatch surpasses 25 million registered players

Blizzard’s ever-popular hero shooter Overwatch just surpassed 25 million registered players. …


Gamasutra News

Resident Evil 7 Ships 2.5 Million In First Week

Capcom announced that it has shipped more than 2.5 million copies of Resident Evil 7 to retail worldwide across PlayStation 4, Xbox One, and PC.

To put that number in perspective, let's look back at Resident Evil 6. A few days after its Oct. 2, 2012, release, Capcom announced that it had shipped 4.5 million copies of the game. There were about 150 million PlayStation 3 and Xbox 360 consoles around worldwide at the time, compared to the roughly 75 million PS4s and Xbox Ones in homes today. It's not the most elegant comparison, but proportionally it appears RE7 is keeping pace with its last-gen counterpart.

Thanks in part to the release of Resident Evil 7, Capcom says the series has sold a combined total of 75 million copies since its 1996 debut on PlayStation. 

 

Our Take
Capcom played a tantalizing game of "What is this thing, anyway?" in the months leading up to Resident Evil 7's release. Was the demo representative of the actual game? Was this even a "real" Resident Evil game? These questions have been answered (in short, yes to both), but I can't help wonder if people would have been even more excited about the game if they'd had more information to go on earlier.

www.GameInformer.com – The Feed

Xbox Live Monthly Active Users Reach Record 55 Million

In a Microsoft quarterly earnings report and conference call, it was announced that Xbox Live monthly active users have reached a new record 55 million. This is a significant boost compared to the same time last year.

Microsoft's overall gaming revenue was down 3% year-over-year from September to December (located in the same report), attributed to hardware.

You can read more about Microsoft here

Our Take
People are playing and they're playing online! While single player experiences aren't going away anytime soon (though their death is often predicted by some capricious pundit every year like clockwork), online play is becoming more and more pervasive. Services like Xbox Live are an extension of that.

www.GameInformer.com – The Feed

Overwatch Continues To Grow, Now Over 25 Million Players

Some people might be sick of hearing about Blizzard’s expertly-balance hero shooter (I'm one of them), but the game’s sales certainly haven’t slowed down any.

This might not be as ceremonious as when Overwatch hit 20 million players last October and we got Halloween loot boxes, but it's impressive to see how Blizzards newest IP continues to grow. The company celebrated with a virtual fireworks display on its twitter account. If you're still on the fence about Overwatch, maybe our review will convince you to check this game out.

www.GameInformer.com – The Feed

Chucklefish’s Starbound surpasses 2.5 million copies sold

The folks at Chucklefish Games announced today that less than a year after its 1.0 debut, their procedurally-generated 2D game┬áStarbound┬áhas sold over two and a half million copies. …


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