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Square Enix upcoming blockbuster title releases

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Thread replies: 13
Thread images: 4

File: slide08_b.jpg (132KB, 690x518px) Image search: [Google]
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http://www.hd.square-enix.com/eng/ir/library/docs/170511/page02.html

So Square Enix will be releasing 1-2 blockbuster titles a year for the next 3 years or so according to the CEO, what does /v/ think of my predictions?

>FY2018 (April 1st 2017 - March 31st 2018)
Dragon Quest XI (July 29th 2017)
Kingdom Hearts III

>FY2019 (April 1st 2018 - March 31st 2019)
Kingdom Hearts III (if not released previous FY)
Final Fantasy VII Remake Part 1

>FY2020 (April 1st 2019 - March 31st 2020)
Final Fantasy VII Remake Part 1 (if not released previous FY) or 2 (possibly)
Marvel License IP

>FY2021 (April 1st 2020 - March 31st 2021)
Final Fantasy VII Remake Part 2 (if not released previous FY) or 3 (possibly)
Marvel License IP (if not released previous FY)
>>
w-where is DQBII
>>
>>378298743
I'm using the slide as reference and DQBII isn't a blockbuster title in the first place
>>
>>378298767
Did they have a slide for the mid-sized titles?
>>
For a normal company that seems about right
This is square though so I would be a little less optimistic
>>
>>378298951
The mid-sized games are on the same slide, it's just that they don't talk about unannounced games during investor briefings.
>>
File: 1488090643047.jpg (65KB, 940x768px) Image search: [Google]
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>>378299001
I can at least have some hope, can't I?
>>
File: 00.png (166KB, 428x409px) Image search: [Google]
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>>378299493
Of course m8
>>
>KH3 within 3 years
They're gonna force Nomura to rush it aren't they?
>>
>>378299851
It started in 2013, 5-6 years dev time is enough I reckon
>>
>>378299001
Why the fuck did they create their own engine anyway? They should have used the unreal engine and just focused on making games.
>>
>>378300109
They had actually wanted to make their own universal engine as far back as the late 90's.
>Until then it was basically to prepare tools for each team, customize it as necessary, only the person who made it knows how to handle it, and it will be left untouched when the project is over. It was said that it was correspondence. It is said that "That would be bad," said a move that suggested that a common data format should be created to maximize the performance of the latest hardware, saying it has come out voluntarily from the scene.
>Therefore, based on the idea that "It would be better to create a common format on a company-wide scale", we abandoned the general-purpose tool formats such as colladas and FBX, and selected the path to plan and develop all of them in-house
http://game.watch.impress.co.jp/docs/20080225/gdc_cry.htm
Sorry about the google translate, but you get the idea.
>>
>>378300624
Shame that even when they try it only one division of the company knows how to use the in-house engine
Thread posts: 13
Thread images: 4


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