Home Gaming SEGA’s Sonic the Hedgehog collection has offered a formidable 1.5 billion copies worldwide

SEGA’s Sonic the Hedgehog collection has offered a formidable 1.5 billion copies worldwide

0
SEGA’s Sonic the Hedgehog collection has offered a formidable 1.5 billion copies worldwide

[ad_1]

In SEGA’s newest monetary report, the corporate shared a fairly exceptional determine for its Sonic the Hedgehog franchise.

According to the corporate, the collection has offered over 1.5 billion copies worldwide. The determine spans each full video games and free-to-play titles as of March 2022 (thanks, GI.biz).

The determine will certainly go up as soon as Sonic Frontiers is launched, and the corporate can also be engaged on a number of Sonic IP tasks for the fiscal 12 months ending March 2024 and past. The firm feels these new tasks will “add to the franchise’s reputation and assist promote extra video games.”.

Sonic is not the one franchise doing nicely for SEGA. The monetary report additionally famous that the Total War collection has offered over 40.4 million items since 2000.

It was additionally famous that because it debuted in 1996, the Persona collection has offered over 15.5 million items, with the Persona 5 collection promoting 7.22 million copies, 77% of which offered internationally.

SEGA additionally revealed that its franchises Football Manager and Chain Chronicle have moved 25 million items every.

The monetary report additionally featured feedback from firm president and CEO Haruki Satomi, who mentioned SEGA is engaged on making a “Super Game,” noting it’s all the time in pursuit of “new types of
leisure with an eye fixed to the longer term… not wedded to the previous.”

“One technique for producing such hit titles is the creation of a Super Game — a large-scale world title,” mentioned Satomi. “We’re presently growing such a sport, focusing on launch by the fiscal 12 months ending March 2026.

“The final aim within the Super Game technique is to create a sport so revolutionary that it attracts way more lively customers than any of the Group’s video games to this point. One key to attaining this aim is whether or not we are able to draw collectively a big group, involving not solely gamers but in addition streamers who stream the sport and viewers who watch their movies. That sort of group expands and additional develops sport content material, including worth to the sport that’s unimagined by builders, and sparking a broader motion—which might then attract much more customers and develop the sport’s presence dramatically.

“If we are able to set off this type of virtuous cycle, I imagine reaching goal lifetime gross sales for the “Super Game” of ¥100.0 billion is fully possible. More than anything, the start line for constructing that sort of group is creating an fascinating sport that positive factors person assist.

“Truly fascinating video games entice lots of people, and a wide range of communities naturally spring up round them.

“We hope to create an interesting sport that meets the calls for of future customers.”



[ad_2]

LEAVE A REPLY

Please enter your comment!
Please enter your name here