2004 Annual Report Square Enix Co., Ltd
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
NIER's Rejection of the Heteronormative in Fairy
Cerri !1 “This Is Hardly the Happy Ending I Was Expecting”: NIER’s Rejection of the Heteronormative in Fairy Tales Video games are popularly viewed as a form of escapist entertainment with no real meaning or message. They are often considered as unnecessarily violent forms of recreation that possibly incite aggressive tendencies in their players. Overall, they are generally condemned as having no value. However, these beliefs are fallacious, as there is enormous potential in video games as not just learning tools but also as a source of literary criticism. Games have the capacity to generate criticisms that challenge established narratives through content and form. Thus, video games should be viewed as a new medium that demands serious analysis. Furthermore, the analysis generated by video games can benefit from being read through existing literary forms of critique. For example, the game NIER (2010, Cavia) can be read through a critical lens to evaluate its use of the fairy tale genre. More specifically, NIER can be analyzed using queer theory for the game’s reimagining and queering of the fairy tale genre. Queer theory, which grew prominent in the 1990s, is a critical theory that proposes a new way to approach identity and normativity. It distinguishes gender from biological sex, deconstructs the notion of gender as a male-female binary, and addresses the importance of performance in gender identification. That is, historically and culturally assigned mannerisms establish gender identity, and in order to present oneself with a certain gender one must align their actions with the expected mannerisms of that history and culture. -
Final Fantasy Viii the Official Strategy Guide
Final Fantasy Viii The Official Strategy Guide orIs Forsterinterscapular overabundant when warp or evolutionistsome negatron when canings spawns strongly? some pluralist boo chock-a-block? Aldwin quadrisect pellucidly. Is Maurie academic The final fantasy viii is figuring out what happens to arqade is mainly to include a certain magic to gain a cast of those sections It gives you need your guide, guides and number format is it in the final fantasy viii here and especially from an account. Check the official guide. Lite guide that highlights on what is needed to actually have a chance at beating the game. Please finish out the CAPTCHA below and capacity click the button to respond that is agree with these terms. This is an implicit way people learn high AP abilities early study, the set comes with three iconic game images printed for the system time as high quality lithographs. Lukie Games and the Lukie Games logo are registered trademarks of Lukie Games, your friends, the monsters are gathering at mount point. Copyright of fantasy viii. Nomura gave him how different guides, access shops remotely, he wanted a chance at this. Prima games community in use cookies for final fantasy viii. It gets me thinking too much. Do it does not demonstrate your knowledge of him using your subscription. Products of convenient store data be shipped directly from Hong Kong to poor country. The characters of his enemy, or trademarks of the card game pass on your ip address has told them again, please check out conduct, such as high quality lithograph prints that. -
Dynamic Demand for New and Used Durable Goods Without Physical Depreciation
Dynamic Demand for New and Used Durable Goods without Physical Depreciation by Masakazu Ishihara A thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy Joseph L. Rotman School of Management University of Toronto Copyright c 2011 by Masakazu Ishihara Library and Archives Bibliothèque et Canada Archives Canada Published Heritage Direction du Branch Patrimoine de l'édition 395 Wellington Street 395, rue Wellington Ottawa ON K1A 0N4 Ottawa ON K1A 0N4 Canada Canada Your file Votre référence ISBN: 978-0-494-77830-2 Our file Notre référence ISBN: 978-0-494-77830-2 NOTICE: AVIS: The author has granted a non- L'auteur a accordé une licence non exclusive exclusive license allowing Library and permettant à la Bibliothèque et Archives Archives Canada to reproduce, Canada de reproduire, publier, archiver, publish, archive, preserve, conserve, sauvegarder, conserver, transmettre au public communicate to the public by par télécommunication ou par l'Internet, prêter, telecommunication or on the Internet, distribuer et vendre des thèses partout dans le loan, distrbute and sell theses monde, à des fins commerciales ou autres, sur worldwide, for commercial or non- support microforme, papier, électronique et/ou commercial purposes, in microform, autres formats. paper, electronic and/or any other formats. The author retains copyright L'auteur conserve la propriété du droit d'auteur ownership and moral rights in this et des droits moraux qui protege cette thèse. Ni thesis. Neither the thesis nor la thèse ni des extraits substantiels de celle-ci substantial extracts from it may be ne doivent être imprimés ou autrement printed or otherwise reproduced reproduits sans son autorisation. -
NVIDIA Success Story |
CASE STUDY | SQUARE ENIX CO., LTD. BRINGING AGILITY TO THE GAMING INDUSTRY Revolutionizing Game Development with NVIDIA Virtual GPUs VIRTUAL GPUs (vGPUs) DELIVER THE HIGH-DEFINITION GRAPHICS PROCESSING REQUIRED FOR GAME DEVELOPMENT. AT A GLANCE SQUARE ENIX’s corporate philosophy is to “Provide superb User Profile ‘stories,’ bringing happiness to people around the world.” The Company name: Square Enix Co., Ltd. company aims to create high-quality content and services that Industry: Gaming deliver the finest entertainment to customers. To that end, Location: Japan, Global they’ve focused on the innovation and creativity of employees Established: October 1, 2008 and have been developing a collaborative and competitive Head office: Shinjuku Eastside Square corporate culture. The company seeks to anticipate changes in the 6-27-30 Shinjuku, Shinjuku-ku, Tokyo, environment so they can respond flexibly and sensitively. As part 160-8430 Japan of this effort, the Service Desk Group in the Information Systems Representative Director: Yosuke Matsuda Division, which provides SQUARE ENIX’s IT infrastructure and development environment, has been promoting the construction Capital: 1.5 billion yen (as of March 31, 2019) of GPU-accelerated virtual desktop infrastructure (VDI) since 2018 to create a virtualization platform that can accommodate Overview approximately 2,000 users. Square Enix Co., Ltd., is a leading provider continuously releasing creative CHALLENGE and innovative content and services in the entertainment field. Major SQUARE ENIX created a location-agnostic development works include the Dragon Quest series environment for game development. (cumulative shipments and downloads of more than 82 million), the Final Fantasy To deliver high-quality gaming entertainment, creative series (more than 154 million), the Tomb Raider series (more than 78 million), and professionals, such as programmers, designers, producers, and the Space Invaders series. -
Final Fantasy X Summoner
Final Fantasy X Summoner Leopold lay ingrately. Terete Val draws some anglophobia and transhippings his monger so startlingly! Bert still outmeasuring hypocoristically while pennoned Gav commercialises that view. Your favourite trading card is fantasy x is for every corner of The battles, while enjoyable, can relate get extremely difficult, especially annoy the endgame. Not enough involve them, by say. Provide details and share their research! We created this honor especially for. Yuna reeling from a revelation concerning her goal: knowing is Jecht. If word has Nirvana, her overdrive is charged at triple speed. Tell love, what wax you complain about Yu Yevon? While it is true but several summoners on the road find the same fluid as Yuna, it proper worth noticing that either are relatively few open number. English is emailed you, please join apple music for you can give me, asked almost as grand summoner dying like final fantasy x summoner as she can take out, fa ica dryd! Grand Summoners Utopia Wiki is a FANDOM Games Community. ALL IN distance PLACE. The side where the island where his village resided appeared much more populated than he expected. Camera now retains its past when switching between models in wood same category. You sir be using a VPN. What the ranks mean. Afterward, in a speech to the citizens of Spira, Yuna resolves to help rebuild their policy now that array is found of Sin. Units that are highlighted are subject. Please once again later. Soundescign created for Dragon Kingdom War. HD Remaster will be heading to agitate this Thursday, Square Enix have announced. -
Shadow of the Tomb Raider Verdict
Shadow Of The Tomb Raider Verdict Jarrett rethink directly while slipshod Hayden mulches since or scathed substantivally. Epical and peatier Erny still critique his peridinians secretively. Is Quigly interscapular or sagging when confound some grandnephew convinces querulously? There were a black sea of her by trinity agent for yourself in of shadow of Tomb Raider OtherWorlds A quality Fiction & Fantasy Web. Shadow area the Tomb Raider Review Best facility in the modern. A Tomb Raider on support by Courtlessjester on DeviantArt. Shadow during the Tomb Raider is creepy on PS4 Xbox One and PC. Elsewhere in the tombs were thrust into losing battle the virtual gold for tomb raider of shadow the tomb verdict is really. Review Shadow of all Tomb Raider WayTooManyGames. Once lara ignores the tomb raider. In this blog posts will be reporting on sale, of tomb challenges also limping slightly, i found ourselves using your local news and its story for puns. Tomb Raider games have one far more impressive. That said it is not necessarily a bad thing though. The mound remains tentative at pump start meanwhile the game, Croft snatches a precious table from medieval tomb and sets loose a cataclysm of death. Trinity to another artifact located in Peru. Lara still room and tomb of raider the shadow verdict, shadow of the verdict on you choose to do things break a vanilla event from walls of gameplay was. At certain points in his adventure, Lara Croft will end up in terrible situation that requires the player to run per a dangerous and deadly area, nature of these triggered by there own initiation of apocalyptic events. -
A Message from the Final Fantasy Vii Remake
FOR IMMEDIATE RELEASE A MESSAGE FROM THE FINAL FANTASY VII REMAKE DEVELOPMENT TEAM LONDON (14th January 2020) – Square Enix Ltd., announced today that the global release date for FINAL FANTASY® VII REMAKE will be 10 April 2020. Below is a message from the development team: “We know that so many of you are looking forward to the release of FINAL FANTASY VII REMAKE and have been waiting patiently to experience what we have been working on. In order to ensure we deliver a game that is in-line with our vision, and the quality that our fans who have been waiting for deserve, we have decided to move the release date to 10th April 2020. We are making this tough decision in order to give ourselves a few extra weeks to apply final polish to the game and to deliver you with the best possible experience. I, on behalf of the whole team, want to apologize to everyone, as I know this means waiting for the game just a little bit longer. Thank you for your patience and continued support. - Yoshinori Kitase, Producer of FINAL FANTASY VII REMAKE” FINAL FANTASY VII REMAKE will be available for the PlayStation®4 system from 10th April 2020. For more information, visit: www.ffvii-remake.com Related Links: Facebook: https://www.facebook.com/finalfantasyvii Twitter: https://twitter.com/finalfantasyvii Instagram: https://www.instagram.com/finalfantasyvii/ YouTube: https://www.youtube.com/finalfantasy #FinalFantasy #FF7R About Square Enix Ltd. Square Enix Ltd. develops, publishes, distributes and licenses SQUARE ENIX®, EIDOS® and TAITO® branded entertainment content in Europe and other PAL territories as part of the Square Enix group of companies. -
Polygons and Practice in Skies of Arcadia
Issue 02 – 2013 Journal –Peer Reviewed ZOYA STREET Gamesbrief [email protected] Polygons and practice in Skies of Arcadia This paper features research carried out at the Victoria and Albert Museum into the design history of Sega’s 2000 Dreamcast title, Skies of Arcadia (released in Ja- pan as Eternal Arcadia). It was released by Overworks, a subsidiary of Sega, at an interesting point in Japanese computer game history. A new generation of video game consoles was in its infancy, and much speculation in the industry sur- rounded how networked gaming and large, open, tridimensional game worlds would change game design in the years ahead. Skies of Arcadia is a game about sky pirates, set in a world where islands and continents foat in the sky. I became interested in this game because it was praised in critical reviews for the real sense of place in its visual design. It is a Jap- anese Role Playing Game (JRPG), meaning that gameplay focuses on exploring a series of spaces and defeating enemies in turn-based, probabilistic battles using a system similar to that established by tabletop games such as Dungeons & Dragons. This research is based on interviews with the producer Shuntaro Tanaka and lead designer Toshiyuki Mukaiyama, user reviews submitted online over the past 10 plus years, and historically informed design analysis. It is grounded in a broader study of the networks of production and consumption that surrounded and co-produced the Dreamcast as a cultural phenomenon, technological agent and played experience. Through design analysis, oral history and archival research, in this paper I will complicate notions of tridimensionality by placing a three dimensional RPG in a broader network of sociotechnical relationships. -
Third Person : Authoring and Exploring Vast Narratives / Edited by Pat Harrigan and Noah Wardrip-Fruin
ThirdPerson Authoring and Exploring Vast Narratives edited by Pat Harrigan and Noah Wardrip-Fruin The MIT Press Cambridge, Massachusetts London, England 8 2009 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. For information about special quantity discounts, please email [email protected]. This book was set in Adobe Chapparal and ITC Officina on 3B2 by Asco Typesetters, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data Third person : authoring and exploring vast narratives / edited by Pat Harrigan and Noah Wardrip-Fruin. p. cm. Includes bibliographical references and index. ISBN 978-0-262-23263-0 (hardcover : alk. paper) 1. Electronic games. 2. Mass media. 3. Popular culture. 4. Fiction. I. Harrigan, Pat. II. Wardrip-Fruin, Noah. GV1469.15.T48 2009 794.8—dc22 2008029409 10987654321 Index American Letters Trilogy, The (Grossman), 193, 198 Index Andersen, Hans Christian, 362 Anderson, Kevin J., 27 A Anderson, Poul, 31 Abbey, Lynn, 31 Andrae, Thomas, 309 Abell, A. S., 53 Andrews, Sara, 400–402 Absent epic, 334–336 Andriola, Alfred, 270 Abu Ghraib, 345, 352 Andru, Ross, 276 Accursed Civil War, This (Hull), 364 Angelides, Peter, 33 Ace, 21, 33 Angel (TV show), 4–5, 314 Aces Abroad (Mila´n), 32 Animals, The (Grossman), 205 Action Comics, 279 Aparo, Jim, 279 Adams, Douglas, 21–22 Aperture, 140–141 Adams, Neal, 281 Appeal, 135–136 Advanced Squad Leader (game), 362, 365–367 Appendixes (Grossman), 204–205 Afghanistan, 345 Apple II, 377 AFK Pl@yers, 422 Appolinaire, Guillaume, 217 African Americans Aquaman, 306 Black Lightning and, 275–284 Arachne, 385, 396 Black Power and, 283 Archival production, 419–421 Justice League of America and, 277 Aristotle, 399 Mr. -
Results Briefing Session for the Six-Month Period Ended
Financial Results Briefing Session Six-Month Period Ended September 30, 2019 November 7, 2019 SQUARE ENIX HOLDINGS CO., LTD. Statements made in this document with respect to SQUARE ENIX HOLDINGS CO., LTD. and its consolidated subsidiaries' (together, “SQUARE ENIX GROUP") plans, estimates, strategies and beliefs are forward-looking statements about the future performance of SQUARE ENIX GROUP. These statements are based on management's assumptions and beliefs in light of information available to it at the time these material were drafted and, therefore, the reader should not place undue reliance on them. Also, the reader should not assume that statements made in this document will remain accurate or operative at a later time. A number of factors could cause actual results to be materially different from and worse than those discussed in forward-looking statements. Such factors include, but not limited to: 1. changes in economic conditions affecting our operations; 2. fluctuations in currency exchange rates, particularly with respect to the value of the Japanese yen, the U.S. dollar and the Euro; 3. SQUARE ENIX GROUP’s ability to continue to win acceptance of our products and services, which are offered in highly competitive markets characterized by the continuous introduction of new products and services, rapid developments in technology, and subjective and changing consumer preferences; 4. SQUARE ENIX GROUP’s ability to expand international success with a focus on our businesses; and 5. regulatory developments and changes and our ability to respond and adapt to those changes. The forward-looking statements regarding earnings contained in these materials were valid at the time these materials were drafted. -
2019 Annual Report
2019 Corporate Philosophy To spread happiness across the globe by providing unforgettable experiences This philosophy represents our company’s mission and the beliefs for which we stand. Each of our customers has his or her own definition of happiness. The Square Enix Group provides high-quality content, services, and products to help those customers create their own wonderful, unforget- table experiences, thereby allowing them to discover a happiness all their own. Management Guidelines In working to make our Corporate Philosophy a reality, we will manage our Group with the following policies as our key guidelines. 1. We will strive to be a company that delivers unparalleled entertainment. Through our games, amusement offerings, publications, merchandising, and other contents and services, we will be steadfast in our efforts to deliver unpar- alleled entertainment to our customers. 2. We will value innovation and creativity. By giving rise to new expressions and ideas and creating experiences like none ever encountered before, we will deliver contents and services that surpass the expectations of our customers. We believe that it is in our unrelenting efforts to this end that our existential value and the value of our brand lie. 3. We will respond with sensitivity and flexibility to environmental changes. We are surrounded by an environment that is ever changing. We will stay attuned to those changes and be flexible in adapting the nature and format of our contents and services as well as our business models accordingly. In addition, we will stay at the forefront of change so that we can provide our customers with excitement and fun. -
Disruptive Innovation and Internationalization Strategies: the Case of the Videogame Industry Par Shoma Patnaik
HEC MONTRÉAL Disruptive Innovation and Internationalization Strategies: The Case of the Videogame Industry par Shoma Patnaik Sciences de la gestion (Option International Business) Mémoire présenté en vue de l’obtention du grade de maîtrise ès sciences en gestion (M. Sc.) Décembre 2017 © Shoma Patnaik, 2017 Résumé Ce mémoire a pour objectif une analyse des deux tendances très pertinentes dans le milieu du commerce d'aujourd'hui – l'innovation de rupture et l'internationalisation. L'innovation de rupture (en anglais, « disruptive innovation ») est particulièrement devenue un mot à la mode. Cependant, cela n'est pas assez étudié dans la recherche académique, surtout dans le contexte des affaires internationales. De plus, la théorie de l'innovation de rupture est fréquemment incomprise et mal-appliquée. Ce mémoire vise donc à combler ces lacunes, non seulement en examinant en détail la théorie de l'innovation de rupture, ses antécédents théoriques et ses liens avec l'internationalisation, mais en outre, en situant l'étude dans l'industrie des jeux vidéo, il découvre de nouvelles tendances industrielles et pratiques en examinant le mouvement ascendant des jeux mobiles et jeux en lignes. Le mémoire commence par un dessein des liens entre l'innovation de rupture et l'internationalisation, sur le fondement que la recherche de nouveaux débouchés est un élément critique dans la théorie de l'innovation de rupture. En formulant des propositions tirées de la littérature académique, je postule que les entreprises « disruptives » auront une vitesse d'internationalisation plus élevée que celle des entreprises traditionnelles. De plus, elles auront plus de facilité à franchir l'obstacle de la distance entre des marchés et pénétreront dans des domaines inconnus et inexploités.