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Take-Two reports results for Q1 2015

Quentyn

Member
NEW YORK--(BUSINESS WIRE)--Aug. 5, 2014-- Take-Two Interactive Software, Inc. (NASDAQ:TTWO) today reported better-than-expected financial results for fiscal first quarter 2015, ended June 30, 2014. In addition, the Company reiterated its financial outlook for the fiscal year ending March 31, 2015, and provided its initial financial outlook for fiscal second quarter 2015, ending September 30, 2014.

GAAP Financial Results

For fiscal first quarter 2015, GAAP net revenue was $125.4 million, a decline of 12% as compared to $142.7 million for fiscal first quarter 2014. GAAP net loss from continuing operations narrowed to $35.4 million, or $0.45 per diluted share, as compared to $61.9 million, or $0.71 per diluted share, for the year-ago period. As of June 30, 2014, the Company had cash and short-term investments of $841.4 million.

Non-GAAP Financial Results

For fiscal first quarter 2015, Non-GAAP net revenue grew 5% to $151.6 million, as compared to $144.3 million for the year-ago period. Non-GAAP net loss narrowed to $11.2 million, or $0.14 per diluted share, as compared to $47.1 million, or $0.54 per diluted share, for the year-ago period.

The largest contributors to Non-GAAP net revenue in fiscal first quarter 2015 were NBA® 2K14, Grand Theft Auto® V, Grand Theft Auto Online and Borderlands® 2. Non-GAAP net revenue from digitally-delivered content grew 43% year-over-year to $106.4 million, led by the Grand Theft Auto series, the NBA 2K franchise and offerings for Borderlands 2. Catalog sales accounted for $82.7 million of Non-GAAP net revenue led by the Grand Theft Auto series and offerings for Borderlands 2, Sid Meier’s Civilization® V and BioShock® Infinite.

Management Comments

“During the fiscal first quarter, we delivered Non-GAAP revenue growth without the benefit of any major new releases,” said Strauss Zelnick, Chairman and CEO of Take-Two. “Our better-than-expected results were driven by the strength of our expanding portfolio of digitally-delivered offerings combined with persistent robust demand for NBA 2K14 and Grand Theft Auto V.

“Take-Two has an extraordinary development pipeline, including a diverse array of the highest-quality new titles and innovative offerings designed to drive recurrent consumer spending. Our lineup for the current fiscal year is highlighted by six eagerly anticipated new releases, such as Grand Theft Auto V for PS4, Xbox One and PC, NBA 2K15, and Evolve - the winner of the E3 2014 Game Critics’ Best of Show award. Fiscal 2015 is poised to be another year of strong profits for our organization, and we remain extraordinarily well-positioned for the future.”

Business and Product Highlights

Since April 1, 2014:

Rockstar Games:

Released several updates for Grand Theft Auto Online, including the Capture Creator, which gives players the ability to build additional new content; The High Life Update, featuring high-end properties, new vehicles, an array of new Jobs and the introduction of the Mental State statistic; the I’m Not a Hipster Update, featuring seven new vehicles along with new fashions, hairstyles, animal masks and more; and The Independence Day Special, a limited-time offer featuring July 4th-themed content, additional properties, as well as new On-call Matchmaking that reduces wait times between matches.
Announced that Grand Theft Auto V is planned for release this fall on PS4, Xbox One and PC, bringing across-the-board graphical and technical enhancements to the game’s already breathtaking open world experience. Current PS3 and Xbox 360 players will have the ability to transfer their Grand Theft Auto Online characters and progression to their choice of PS4, Xbox One or PC. All new content and gameplay created for both Grand Theft Auto V and Grand Theft Auto Online will also be available for the PS4, Xbox One and PC with more to come.
2K:

Launched XCOM®: Enemy Unknown for select Android devices, a mobile version of one of 2012’s most critically acclaimed console/PC releases from Firaxis Games.
Announced that Battleborn™, a new intellectual property for next-gen consoles and PC, is in development at Gearbox Software, the creative team behind Borderlands, and is planned for release during fiscal year 2016. The title, which was featured on the August cover of Game Informer, is a blended-genre game that combines first-person shooting, cooperative combat, and an expansive collection of characters to deliver an all-new hero-shooter experience.

Announced that Sid Meier’s Civilization: Beyond Earth™, a new science fiction-themed entry in the award-winning Civilization franchise, is currently in development by Firaxis Games and is planned for release on October 24, 2014 for PC, Mac and Linux. The title won more than 18 awards globally at the 2014 Electronic Entertainment Expo, including Best Strategy Game honors.

Announced that Evolve™, a new intellectual property for next-gen consoles and PC developed by Turtle Rock Studios, the creators of the cooperative shooter classic, Left 4 Dead, won more than 50 editorial honors at the 2014 Electronic Entertainment Expo, including the coveted Game Critics Award top honor for Best of Show. The title is now planned to launch globally on February 10, 2015.

Announced that WWE Superstar John Cena® will be the cover Superstar for WWE® 2K15, which will be the first next-gen offering from the series. The title is planned to launch in North America on October 28, 2014, and internationally on October 31, 2014, for Xbox One, Xbox 360, PS4 and PS3.

Announced that Borderlands: The Pre-Sequel™ is planned for launch on October 14, 2014, in North America and October 17, 2014, internationally on the Xbox 360, PS3 and PC. Co-developed by Gearbox Software and 2K Australia, Borderlands: The Pre-Sequel is a new standalone game set in between the award-winning Borderlands and Borderlands 2.

Announced that Oklahoma City Thunder superstar, four-time NBA scoring champion, and recently crowned 2014 NBA Most Valuable Player, Kevin Durant, will make his solo cover debut on NBA 2K15, the next installment of the top-selling and top-rated NBA video game simulation franchise.* This year’s release will include additional teams and players from the Turkish Airlines Euroleague as part of their exclusive multi-year global partnership. NBA 2K15 is planned for launch on October 7, 2014, in North America and October 10, 2014, internationally on the PS3, PS4, Xbox 360, Xbox One and PC.
* According to 2008 - 2014 Metacritic.com and The NPD Group estimates of U.S. retail video game sales through June 2014.

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http://phoenix.corporate-ir.net/phoenix.zhtml?c=86428&p=irol-newsArticle&ID=1955544&highlight=

The conference call just started. You can listen to it here.
 

Saty

Member
Infinite close to 7M shipped; NBA2K14 crossed that which makes the best-selling 2K sports title ever. And if i've heard right, 2K14 is the third-best selling PS4\XB1 game in the US and Europe.
 

ethomaz

Banned
Infinite close to 7M shipped; NBA2K14 crossed that which makes the best-selling 2K sports title ever. And if i've heard right, 2K14 is the third-best selling PS4\XB1 game in the US and Europe.
And Infinite was a failure lol
 

AbdelPK

Neo Member
So another game delayed to February. Witcher 3, Batman: Arkham Knight, Dying Light, Evolve. And The Order: 1886. Looks like we can all wait until February to go next-gen.
 
Infinite was obviously excessively expensive with all of the content they threw away. I would love to see the return compared directly to the investment.
 

Quentyn

Member
Infinite close to 7M shipped; NBA2K14 crossed that which makes the best-selling 2K sports title ever. And if i've heard right, 2K14 is the third-best selling PS4\XB1 game in the US and Europe.

I didn't catch it in this call, but they said the same thing about NBA 2K14 in the last call. So that should be right.
 

Nirolak

Mrgrgr
I'm pretty sure Irrational got shut down because they didn't think they could feasibly finish another game correctly more than BioShock Infinite being unprofitable.

Like at the rate they were going the next game would take 8+ years and be a disaster.
 

Ape

Banned
So they have the content left for five or six games on the floor? I'd be pissed. I don't know if I would close them but, man... That really isn't how you should be running things.
 

Nirolak

Mrgrgr
When you work on a game for as long as Irrational did and with as many people as Irrational did, you basically need CoD numbers to cope.

This is doubtful. They said they were quite happy with the sales at each report.

They just didn't want to have a team that was hemorrhaging staff and completely unsuccessful at managing deadlines handle the franchise.

Similarly if Rockstar spent 15 years to launch the next GTA, even if they only spent $50 million doing it, they would likely have the franchise taken from them and given to someone more competent instead.
 
This is doubtful. They said they were quite happy with the sales at each report.

They just didn't want to have a team that was hemorrhaging staff and completely unsuccessful at managing deadlines handle the franchise.

Similarly if Rockstar spent 15 years to launch the next GTA, even if they only spent $50 million doing it, they would likely have the franchise taken from them and given to someone more competent instead.

So...utter mismanagement then?
Feels like we're just not getting enough data out in the public to really hammer down what happened, I suppose.
 

Nirolak

Mrgrgr
So...utter mismanagement then?
Feels like we're just not getting enough data out in the public to really hammer down what happened, I suppose.

Well they took six years to launch what was basically a pretty straightforward sequel to BioShock 1 outside of the new setting, needed help from multiple other studios to finish it (Marin and Australia) along with bringing in specialists like Rod Fergusson and Jordan Thomas, and they had a bunch of senior staff leave in the lead up to release.

Would you want to give them the next game in the series, considering that PS4/XB1 development is going to be even harder and more expensive, or would you hand it off to another studio?
 
So...utter mismanagement then?
Feels like we're just not getting enough data out in the public to really hammer down what happened, I suppose.

We can only speculate, but the best guess is that no party that had a saying wanted a repeat of that development process that was Bioshock Infinite. It sure as heck wasn't closed because it needed to sell more at least.
 

balohna

Member
I love Take-Two's evergreen releases, such a breath of fresh air compared to other major third parties. There are very few other developers that have 7+ year old titles they could happily port to mobile and have people actually be interested. Like, GTA on mobile already sells and BioShock probably will too. Would the first Assassin's Creed do well? Probably not.

They're like the Nintendo of Western third parties in this way.
 
When you work on a game for as long as Irrational did and with as many people as Irrational did, you basically need CoD numbers to cope.

I still don't understand how it was unprofitable though. With 7 million sales averaging around $30 each going to the company the game generated around $210 million for them. Even setting aside $2 million a year to pay for space rental, utilities, travel, etc (A ridiculous sum by the way) and the old "$100 million in marketing" excuse which the game almost certainly didn't have anyway, that still leaves you with enough money to pay 200 people $100k a year full time for the entire 5 years, and it wasn't as if those 200 people everyone always quote worked on the game for each step of the process.

I really don't feel like we know the whole story of what happened with this studio, but I doubt that the game was actually unprofitable.
 
I still don't understand how it was unprofitable though. With 7 million sales averaging around $30 each going to the company the game generated around $210 million for them. Even setting aside $2 million a year to pay for space rental, utilities, travel, etc (A ridiculous sum by the way) and the old "$100 million in marketing" excuse which the game almost certainly didn't have anyway, that still leaves you with enough money to pay 200 people $100k a year full time for the entire 5 years, and it wasn't as if those 200 people everyone always quote worked on the game for each step of the process.

I really don't feel like we know the whole story of what happened with this studio, but I doubt that the game was actually unprofitable.

The $30 per copy assumes the average cost of the copies sold was somewhere around $50-$60. At this far out, with as much as that game has been discounted, I kinda doubt that.
 

MauroNL

Member
I love Take-Two's evergreen releases, such a breath of fresh air compared to other major third parties. There are very few other developers that have 7+ year old titles they could happily port to mobile and have people actually be interested. Like, GTA on mobile already sells and BioShock probably will too. Would the first Assassin's Creed do well? Probably not.

They're like the Nintendo of Western third parties in this way.
Take 2 is sadly only one of the few companies left that still prefer quality over quantity. I buy nearly every Take 2 release cause I know that the games are mostly great (not all
Bureau XCOM
)
 
Wow that digital to physical percent is shocking

Yeah, it is pretty damn high. Especially considering their mobile sales are near zero.

But I suspect it is larger than usual this quarter because of no new releases this quarter and there was a Steam sale this quarter.
 
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