Results Take-Two: and 160 million for GTA 5

Take-Two Interactive released its results for the last quarter of the year 2021, welcoming the performance of the main games of its catalog, including a certain trilogy yet not very flattering.

Take-Two has achieved a large last quarter as evidenced by its turnover of 789 million euros, up from the last quarter of the year 2020. Digital represents 88% of revenue, of which 61% for this that Take-Two calls for recurrent expenses (additional content, integrated purchases). Largest Contributors NBA 2K22, GTA 5, GTA Online, GTA The Trilogy, Red Dead Redemption 2, Red Dead Online, Top Eleven and Borderlands 3. Remember that these numbers do not take into Zynga account whose acquisition for 12, $ 7 billion should be finalized during the spring of spring 2022.

Results of Take-Two Interactive

Period Turnover Operational Profit Net profit
October 2020 - December 2020 752 million euros 153 million euros 159 million euros
October 2021 - December 2021 789 million euros 134 million euros 126 million euros

The teaching of the quarter is the success of GTA The Trilogy, which has largely exceeded Take-Two's expectations (not those of players, on the other hand) with more than 10 million distributed copies. What about virulent critics? A course accident, according to the PDG Strauss Zelnick. "In very rare cases, we are not up to, and I think the trilogy was an example, the title was launched with some problems. We have solved many of them, there are others. Famous corrections. For the future, we remain very focused on quality, and we are extremely confident in all our next outings, "he commented.

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Not enough to slow down King GTA 5 which ended the year 2021 with 160 million copies elapsed at the meter, including 5 million in the last quarter. A disproportionate success at the time when Take-Two has announced the release of the game for March 15 on PS5 and Xbox Series, while confirming if necessary, the production of GTA 6 is on track. As often at the end of the year, Rockstar Games had put the small dishes in the big ones with the update The Contract, a new chapter for GTA Online in which Franklin was back on Dr. Dre's background. 25 years later, the GTA franchise has 370 million games sold.

Far from being exhausted, red ded redemption 2 approaches the 43 million distributed copies, which makes 65 million for the franchise. With 4 million sales between October and December, the game also sold itself better than expected, which resulted in its wake the performance of Red Dead Online. Let us add that Borderlands 3 exceeded 15 million (74 million for the franchise) and that PGA Tour 2K21 is closer to the 3 million, a performance always admirable for a golf game.

With 8 million copies in nature, still not lassitude for NBA 2K22, which generates an effort always as important. Depending on the publisher's data, 1.9 million players light up the game every day, representing a 10% increase compared to NBA 2K21 a year earlier. No competition, the basketball deductible now has 121 million copies in the world.

Among the other highlights of the quarter, recall that Private Division has acquired the Roll7 studio whose Olliolli World has just released under the applause of criticism. In addition to the new generation portports of GTA 5 and GTA Online, Take-Two can rely on WWE 2K22 (March 11) and Tiny Tina's Wonderlands (March 25) to complete its fiscal year that should have among the best in its history.

In full growth, Take-Two has 5,046 employees at the end of 2011. This is 745 more than a year earlier, but the group remains less populated than rivals like Activision Blizzard and Electronic Arts, which are Close to the 10,000 employees each, not to mention the 18,000 people working for Ubisoft. Of course, it will be necessary to add some 2,245 Take-Two Total Interactive employees once Zynga is part of the family.

and NFT, what does Strauss think?

Not able to cut about the moment, Strauss Zelnick has given his point of view on how NFT is typing at the door of the video game market. The CEO of Take-Two has nothing against the notion of NFT as well as numerical and collection object, on the other hand it is aware of the need to stand out of the speculative fever that characterizes the exchanges of these goods.

"We believe that NFTs are real, and why would not they be? We believe in digital belongings and we sell digital property for a very long time. We believe in rare goods, we believe in collectibles. What worries us It is the speculation that unfolds around. We want to make sure that consumers always have a good experience every time they engage with our properties. And lose money on a speculation is not a good Experience, so we will stay away from speculation. However, we are highly convinced that there is an opportunity for NFT to integrate with Take-Two offers in the future.

In addition, Strauss Zelnick is too lucid to try the Play-to-Earn model, although it seems to maintain the hope that the concept of the blockchain can be operated safely one day or the other.

"Selon me, if it is an entertainment experience, it must be ensured that consumers always get more value than they pay, always. And if it is not an entertainment experience, then it's a silver game experience and it must be regulated and transparent. And so far, the Play-to-Earn are nothing of all. They are not very entertaining, they are not regulated and their economy is not transparent. And I think consumers have predictable feelings about it, all this does not surprise me at all. But do not put in question the underlying technology simply because the expression From this technology is still in the speculation stage. Speculations always have an end; technology still exists. And everything depends on what you do it. I remain convinced that there are a lot of exciting things to do with it. "

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