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Vectrex Mini interview - David Oghia talks up the nostalgic vector powerhouse

Having been wowed by the news of the Vectrex Mini at Gamescom , I rushed off some questions to VectrexOn's main man  David Oghia . After a post-event, well earned, break, he's kindly given us a lot of detail about the project and some new images of the unit to share.  Update: the Vectrex Kickstarter is live and blew past its first funding goal in ab out 15 minutes, and approaching £450K and 2,500 backers in its first day.   His story mirrors mine somewhat, Vectrex represents a glowing, unaffordable, obelisk of gaming power from our youth! But he's had the energy and drive to do something about it, and met the right people to get the job done!  What first got you interested in Vectrex and what spawned the idea of a Mini version? I’ve always been passionate about retro-gaming, but my first love was computers rather than consoles — the ZX81, then the Commodore 128. I only really discovered the console world in the late 90s, which is when I got my very first Vectre...

Sony's financials, all going well, dragged down by movies

Sony's Game & Network Services (G&NS) division was down 7% on last year's quarter, but was up year over year. The big-hitter third quarter ended December 31. The Vita doesn't get a single mention in the report, simply classed as "portable game consoles".

Hardware includes home and portable game consoles; Network includes network services relating to game, video and music content provided by Sony Interactive Entertainment; Other includes packaged software and peripheral devices. PS4 sold just under 10 million units in the last three months, I've seen at least 30 tweets from people with new Vitas, so yay us!

Sales increased 5.2% year-on-year (a 15% increase on a constant currency basis) to 617.7 billion yen (5,325 million U.S. dollars). Sony Movies suffered a series of duds, replacing the mobile division as the pain in Sony's ass.

This increase was primarily due to an increase in PlayStation 4 software sales including sales through the network and the contribution of PlayStation VR which was launched in October 2016, partially offset by the impact of foreign exchange rates as well as the impact of a price reduction for PS4 hardware.

Operating income increased 9.9 billion yen year-on-year to 50.0 billion yen (431 million U.S. dollars). This significant increase was primarily due to PS4 hardware cost reductions and the above-mentioned increase in PS4 software sales, partially offset by the effects of the price reduction for PS4 hardware. During the current quarter, there was a 1.4 billion yen positive impact from foreign exchange rate fluctuations.

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Currently playing on my Vita/PS3/PS4/PS5


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