Square Enix 2014 Annual Report Download - page 5

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Let me extend my sincere gratitude for your continued understanding and
support for the management of the Square Enix Group. It’s been one year
since I was appointed to the position of President and Representative
Director last June. In addition to reporting on the recent progress, I would
like to take this opportunity to report to our shareholders on the Group’s
progress of our businesses during the period, and outline our future
strategic directions.
On a consolidated basis, net sales during the fiscal year
ended March 2014 totaled ¥155 billion, while operating
income was ¥10.5 billion and net income amounted to ¥6.5
billion. In response to our inferior financial results in the
fiscal year ended March 2013, the Group made concen-
trated efforts together for financial recovery to achieve these
figures as a result. This achievement is entirely owing to
your support. Again, I would like to express my thanks for
your help.
The Digital Entertainment segment, our Group’s core
business, is currently undergoing a business reform, which I
will discuss in detail later on. For the fiscal year ended March
2014, we actively reformed our development policy and
organization system, focusing on our European and North
American studios, and simultaneously worked on earnings
“FINAL FANTASY X/X-2 HD Remaster”
©2001-2004, 2013 SQUARE ENIX CO., LTD. All Rights Reserved.
CHARACTER DESIGN: TETSUYA NOMURA
“TOMB RAIDER: DEFINITIVE EDITION”
TOMB RAIDER ©2014 SQUARE ENIX LTD. All Rights Reserved.
recovery through our existing lineup. Sales of console game
titles, including “FINAL FANTASY X/X-2 HD Remaster,”
“Thief” (Europe and North America only) and “TOMB RAIDER:
DEFINITIVE EDITION,” were better than our original plan.
In the category of content for smart devices and PC
browser platforms, “SENGOKU IXA,” a browser game,
continued to contribute to earnings. Meanwhile, the
smartphone game “Kaku-San-Sei Million Arthur” was
expanding across platforms and regions: the game became
an instant hit in Korea, Taiwan and mainland China, and a
PlayStation Vita edition of the game was released.
“DRAGON QUEST MONSTERS SUPER LIGHT,” which was
launched domestically in January 2014, also made an
encouraging start.
03