The Finals 'offers a clear opportunity to become a new and sustainable franchise pillar,' Nexon says
The Finals 'offers a clear opportunity to become a new and sustainable franchise pillar,' South Korean parent company publisher Nexon says.
www.retbit.com
South Korean video game publisher Nexon has plenty of faith in The Finals, the frenzied, free-to-play first-person-shooter developed by subsidiary company Embark Studios. In its latest financial report, Nexon said “[The Finals] offers a clear opportunity to become a new and sustainable pillar of Nexon’s global franchise strategy,” after the game surpassed the company’s internal projections and quarterly booking expectations.
The Finals saw over 200,000 concurrent users on Steam just 24 hours after its release, climbing to an all-time high concurrent player count of 242,399 at its peak. Although naturally that number has diminished after the initial buzz and release of the game, Nexon is still confident that The Finals, which helped boost company revenue by 78%, will be an essential property moving forward alongside games like Maplestory and Dave the Diver.
5/14 Update..
Nexon Reveals The Finals Isn't Performing As Well As Expected
Nexon has published a recent financial update that confirms The Finals isn't hitting expected targets as the game's third season approaches.
insider-gaming.com
In December, Embark Studios shadowdropped The Finals, a high-octane, destructive first-person shooter with some hero elements worked in. It pulled in a substantial audience overnight, reaching a peak player count of a quarter of a million users on Steam alone. This free-to-play shooter was regarded as a ‘major franchise pillar’ for Nexon, the game’s publisher and great expectations rose following a successful launch window.
However, in the most recent financial update from Nexon, it was confirmed numerous times that The Finals isn’t hitting expected targets and that work is underway to find out why that is.
In the financial letter published recently by Nexon, it was revealed:
The launch of Season 2 in March created a short-lived increase in player metrics but delivered lower-than-expected retention and revenue. The Embark team is working with our Korea-based Live Operations team to understand and address the key issues.
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