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Direto do túnel do tempo, como Tamagochi impediu a Sega de comprar a Bandai


Ao meu ver teria sido uma ótima aquisição. A Namco imprime dinheiro com os jogos mobile dos animes.



Acquisition of Bandai by Sega Called Off

By Andrew Pollack
May 28, 1997


Sega Enterprises Ltd. and Bandai Company Ltd. abruptly called off their planned merger tonight after Bandai middle managers practically rose up in revolt against the deal.

The cancellation came only a day before the self-imposed deadline set by Bandai, Japan's leading toy manufacturer, to sign a formal agreement to be acquired by Sega, the video game maker, in a stock swap valued at $1 billion. The acquisition, announced in January, would have created a Japanese toy and game colossus with nearly $6 billion in revenue, larger than Nintendo, Mattel or Hasbro.


The collapse of the merger reflects the importance in Japanese corporate culture of achieving consensus. The Japanese press has been reporting for weeks on the opposition within Bandai, including the signing of a petition by many middle managers asking that the deal be reconsidered. The collapse also reflects how strongly Japanese employees identify with their companies, which they often join for life and come to think of as a family.

Bandai employees worried about a clash between what they saw as their own company's homey atmosphere and the more businesslike culture at Sega. They objected to the fact that Bandai -- known for the Mighty Morphin Power Rangers and its new hit, the Tamagotchi virtual pet -- would be the entity that disappeared in the acquisition. They also worried about the business prospects of Sega.


''Unfortunately, we did not come to a final agreement as a whole company,'' the president of Bandai, Makoto Yamashina, said at a hastily called news conference tonight, apologizing for his own ''lack of ability'' in uniting his company.

He said, however, the ultimate reason for halting the merger was not internal dissension but disagreements between Sega and Bandai, which he declined to specify.

At a separate news conference, Hayao Nakayama, the president of Sega, said he was caught somewhat by surprise when Mr. Yamashina summoned him to a meeting this afternoon and informed him that Bandai was not united. Until then, Mr. Nakayama said, Bandai management had been assuring him that the deal would go through.

Tonight, both Bandai and Sega said they now planned to cooperate in product development, distribution and manufacturing through specific agreements, which they said would be easier than merging but provide many of the same benefits.

The collapse of the merger was not completely unexpected. From the start, many analysts said that the deal seemed not to be well thought out and that the synergies were not obvious.


Analysts speculated that another factor behind Bandai's second thoughts was the huge success of Tamagotchi, a miniature video game on a key chain in which the object is to care for an electronic chicken.

When the merger was negotiated late last year Tamagotchi's future was not clear and Bandai was down on its luck. The Mighty Morphin Power Ranger boom in the United States and the Sailor Moon doll fad in Japan had ended and the Pippin Atmark, a Web-browsing device Bandai developed with Apple Computer Inc., had flopped.

Sega, meanwhile, had fallen behind both Sony and Nintendo in the latest generation of home video game machines. The merger seemed a way for the two companies to seek solace in each other's arms. But with Tamagotchi a success, Bandai no longer needs such comforting.

Mr. Nakayama said tonight that Sega agreed to cancel the acquisition because if the employees of Bandai were demoralized, they would not be creative. ''We will not be successful working together if Bandai's management cannot take hold of people's hearts,'' he said.


Joseph Osha, an analyst with Merrill Lynch in Tokyo, said the collapse of the acquisition was ''good news for Sega,'' because it would allow the company to concentrate on its core business and because the deal never made much sense. He said he expected Sega to de-emphasize its money-losing Saturn video game hardware and to concentrate on profitable arcade management and arcade game machines.

Sega and Bandai did not disclose much detail of how they plan to cooperate. They said they would create character entertainment shops combining Sega's arcade games with Bandai's character goods. And they would work to develop consumer multimedia products.


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Se conseguirem emplacar um jogo estilo Civilization vai ter sido um grande acerto terem comprado a Amplitude Studios.

Esta franquia vende muito, o Civ 5 vendeu 8 milhões e a Take Two soltou uma nota dizendo que o Civ 6 estava a caminho de ultrapassar esta marca.

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Persona 5 Royal Chefes secretos. Full Moon e Foggy Day












Editado por Stratos

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O novo Yakuza vem bebendo muito da fonte de Persona.


Yakuza: Like a Dragon details ‘Bonds’ system



“Bonds” are a new element that reveal the relationship between protagonist Ichiban Kasuga and his friends. By fighting alongside, eating with, and enjoying Play Spots with your friends, your bonds will deepen.

By deepening your bonds, your friends’ abilities will greatly increase, allowing them to change jobs, learn new skills, initiate follow-ups on Kasuga’s attacks, and so on. All of this will benefit you in battle.



Yakuza: Like a Dragon details ‘Life Experience’ growth element


Life Experience

“Life Experience” consists of six parameters that represent protagonist Ichiban Kasuga’s characteristics and human nature. Those parameters are “Enthusiasm,” “Mentality,” “Cheerfulness,” “Kindness,” “Intelligence,” and “Stylishness.”

There are various merits to building up Life Experience, such as getting a specific job through Hello Work, talking to people you would normally not bother to talk to, gaining the upper hand in battle, and becoming more popular with women. Build up all sorts of experience to strengthen Kasuga’s Life Experience.



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