• Third Quarter Sales Up 44 Percent to €450 ($625.81) Million, Outstripping Forecasts
• In 2007 Ubisoft Moves up to the Position of Third Leading Independent Publisher (In Europe and North America, Excluding Asia)
• Two New Franchises Created – Assassin’s Creed(TM) and Imagine(TM)
• 2007-08 Title Release Schedule Updated
• 2007-08 Targets Revised Upwards and Sales Guidance Raised for 2008-09
Paris, January 23, 2008 – Today Ubisoft, one of the world’s largest video game publishers, reported its sales for the third fiscal quarter ended December 31, 2007.
Sales
Sales for the third quarter of 2007-08 came to €450 ($625.81) million, up 44.4 percent, or 50.1 percent at constant exchange rates, compared with the €311 ($432.50) million recorded for the same period of 2006-07. Sales for the first nine months of fiscal 2007-08 totaled €711 ($988.78) million versus €483 ($671.70) million in the corresponding period of 2006-07, representing an increase of 47.2 percent, or 52.1 percent at constant exchange rates.
Third-quarter sales outstripped the guidance that was raised to €410 ($570.18) million on December 13, 2007. This very good performance was fueled primarily by the following elements:
• A further exceptional showing from Assassin’s Creed. In Europe, this was the best-selling game in 2007 for the PLAYSTATION®3 computer entertainment system and the number 2 best-seller for the Xbox360(TM) system. In the United States, it was the second best-selling game in 2007 for the PLAYSTATION®3 computer entertainment system and the number 3 best-seller for the Xbox360(TM) system (in units, based on data issued by market research firms such as NPD, Chart-Track, Nielsen and GFK).
• Excellent sales levels reported by our casual games including Fashion Designer, Babyz® and Animal Doctor for the Imagine series; Horsez®, Hamsterz(TM) and Catz® for the Petz® series; and My Word Coach from the My Coach series.
Games for new-generation consoles represented 84 percent of the Group’s sales in the first nine months of 2007-08, versus 55 percent for the equivalent period of 2006-07.
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Hertfordshire, UK- JANUARY 23, 2008 – KOEI today launched the Samurai Warriors KATANA website ahead of its February 22 release. The site details all areas of the multi-million selling series’ debut on the Wii. From explanations about how to wield and master the eight different weapons, to the variety of game modes and characters within the game. Find out about the challenges that await; from fighting alongside Nobunaga in some of Japanese history’s most renowned battles to mastering the techniques of the ninja, and see the game in action on the downloads page. Samurai Warriors Katana is scheduled for release on February 22, 2008.
To view the site head to www.samuraiwarriorskatana.co.uk
“Samurai Warriors Katana is a radical departure for the series on the Wii. The controllers enable the player to experience the Samurai Warriors world from a totally new perspective. And the implementation of eight different weapons within the game lends this title a level of arcade style action and variety that is unparalleled on the Wii.” said Will Curley, Sales Manager for KOEI Ltd.
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Mario is a little trickster in this video. I think if I could run wildly around a hotel knocking over stuff and bugging the bellhop I’d do the same. …
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18 years ago

We’ve been seeing quite a few Smash Bros. Brawl roster screens in the last week or so, and I think we’ll continue to see more and more pop up as the game nears its Japanese launch on the 31st. I’ll post these pictures after the jump for anyone who doesn’t want spoilers, but the roster list seems pretty convincing even if it is fake.
18 years ago
Ah, the Mushroom Kingdom. Most Smash players recognize this place from previous games in the series, where the world was represented in a pixel-art style reminiscent of the original Super …
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18 years ago
What a crazy wiikend!! Ben and I had an awesome road trip (a pilgrimage if you will) to the Nintendo World Store in New York City. We waited outside …
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This was a new session anounced today that will be at next months GDC:
The Music of KILLER7, GOD HAND, RESIDENT EVIL: THE UMBRELLA CHRONICLES, and NO MORE HEROES …
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Best Game Design
BioShock
Call of Duty 4
Mass Effect
Portal
Super Mario Galaxy
Best Visual Art
Assassin’s Creed
Team Fortress 2
Crysis
BioShock
Uncharted: Drake’s Fortune
Best Technology
Halo 3
Crysis
Call of Duty 4
Portal
Assassin’s Creed
18 years ago
If you haven’t got this game yet. GET IT!!! Also I am hearing that Amazon isn’t the only place lowering the price of Zack and …
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18 years ago
This could be a sweet addition to the game, but it also could be someone just messing around in Photoshop.
Link
All platforms
01. Rock Band Special Edition—MTV (PS2) 02. Super Mario Galaxy—Nintendo (Wii) 03. Call of Duty 4: Modern Warfare—Activision (Xbox 360) 04. Brain Age 2: More Training in …
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“Nintendo’s recent financial performance has been spectacular and we continue to believe its FY:08 guidance is conservative. We believe that global DS sales were likely around 12 million units during …
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Nintendo Wii
1. No More Heroes (Ubisoft) 2. Super Mario Galaxy (Nintendo) 3. Mario & Sonic at the Olympic Games (Sega) 4. Super Smash Bros. Brawl (Nintendo) 5. Endless …
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There has been some debate as when this game was coming out. Even as of this week there has been different stores with different dates. Here is official confirmation that …
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18 years ago
Street Date: February 12th, 2008
Platforms: Xbox 360, PS2, Wii
Rating: TeenTell us a little bit about Jumper: Griffin’s Story?
The Jumper game follows the character Griffin, who is a skilled jumper on a quest to avenge the death of his parents, an event that has shaped is life since he was child. The game story runs parallel to David’s (Hayden Christenson’s character) in the film and intersects at a few points – but in the game we learn even more about the Paladin organization, their mission and their history with Griffin.What type of game play can gamers expect?
Jumper: Griffin’s Story introduces a new way to fight by introducing “jumping”, which will allow players to change locations within an environment in a split second. The game is heavily focused on combat, and being able to teleport and integrate this skill into combat is the key to what makes a jumper’s attacks so deadly. The player can move around the environment and surprise attack, as well as use chain attacks “bouncing back and forth” between enemies. This keeps adversaries constantly guessing. The player has the ability to strategically coordinate attacks on all sides of the opponent, using different attack buttons to perform specific combos. This is important because the Paladin’s heightened senses often allow them to anticipate moves milliseconds before the Jumper executes them.
How will the player experience “Jumping “within the game?
At its essence, Jumper: Griffin’s Story is about being a Jumper and utilizing the skill of being able to teleport instantly in order to defeat your adversaries. There are three distinct types of jumps the player can employ – the combat jump, the traversal jump and the finisher jump. The combat jump is what the player uses the most throughout gameplay and allows players to jump around opponents during a fight sequence while simultaneously executing a series of devastating combos. The traversal jump allows the player to pick a point in the environment and jump to it instantly which is useful for both surprising and evading enemies. The finisher jump allows the player to jump enemies to completely new locations and leave them to their demise – which may be anything from a high altitude drop to dinner for a hungry beast.