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square enix – เราเป็นกลุ่มเพื่อนที่รักการเขียนและแบ่งปันเรื่องราวของเรา เราผ่านอะไรมาด้วยกันมากมาย และเราต้องการแบ่งปันประสบการณ์ของเรากับคนทั้งโลก เราหวังว่าเรื่องราวของเราจะสร้างแรงบันดาลใจให้ผู้อื่นได้ใช้ชีวิตที่ดีที่สุด

เราเป็นกลุ่มเพื่อนที่รักการเขียนและแบ่งปันเรื่องราวของเรา เราผ่านอะไรมาด้วยกันมากมาย และเราต้องการแบ่งปันประสบการณ์ของเรากับคนทั้งโลก เราหวังว่าเรื่องราวของเราจะสร้างแรงบันดาลใจให้ผู้อื่นได้ใช้ชีวิตอย่างดีที่สุด

เราเริ่มต้นบล็อกนี้เพราะเราหลงใหลเกี่ยวกับประเทศไทยและวัฒนธรรมไทย เราต้องการแบ่งปันความรักของเราที่มีต่อประเทศนี้กับคนทั่วโลก และช่วยให้ผู้อื่นได้สัมผัสกับความงามของประเทศไทยผ่านงานเขียนของเรา ตั้งแต่นั้นมา บล็อกของเราได้กลายเป็นแหล่งข่าวประจำวันและหัวข้อยอดนิยมในประเทศไทย ผู้อ่านของเราไว้วางใจเราในการรายงานอย่างตรงไปตรงมาและเป็นกลางเกี่ยวกับสิ่งที่เกิดขึ้นในประเทศ

square enix, /square-enix,

Video: 『スターオーシャン 6 THE DIVINE FORCE』アドバタイズムービー

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เราเริ่มต้นเว็บไซต์นี้เพราะเรารักประเทศไทยและเราต้องการแบ่งปันความรักของประเทศของเรากับคนทั่วโลก เราคิดว่าประเทศไทยเป็นสถานที่ที่สวยงามและน่าสนใจที่สุดแห่งหนึ่งของโลก และเราต้องการที่จะแสดงให้ผู้คนเห็นว่าสิ่งใดที่ทำให้ที่นี่มีความพิเศษ

เราอัปเดตไซต์ของเราทุกวันด้วยเรื่องราวและรูปภาพใหม่ๆ เพื่อให้ทุกคนสามารถติดตามข่าวสารล่าสุดเกี่ยวกับสิ่งที่เกิดขึ้นในประเทศไทย เราคือทีมนักเขียนและนักวิจัยที่กระตือรือร้นและมุ่งมั่นที่จะนำเสนอข่าวสารล่าสุดจากประเทศไทยให้กับคุณ ไม่ว่าจะเป็นข่าวด่วน ข่าวซุบซิบ หรือแค่สิ่งที่น่าสนใจที่เราคิดว่าคุณจะชอบ เราจะโพสต์ไว้ในบล็อกของเราอย่างแน่นอน เราอัปเดตทุกวัน ดังนั้นอย่าลืมกลับมาตรวจสอบบ่อยๆ!

square enix, 2022-10-20, 『スターオーシャン 6 THE DIVINE FORCE』アドバタイズムービー, 『スターオーシャン 6 THE DIVINE FORCE』2022年10月27日発売決定!
テーマソング:HYDE 「PANDORA」

スクウェア・エニックスとトライエースによる
RPG 「スターオーシャン」シリーズの最新作です。

#スターオーシャン6 #SO6 #STAROCEAN #HYDE
SFとファンタジーという二つの世界観が融合したストーリー、豊富なプレイアブルキャラとサイドストーリー、簡単操作で爽快な戦闘が楽しめるバトルシステムなどが特色のタイトルとなっています。

本作のテーマソングはHYDE氏による新曲「PANDORA」
https://www.hyde.com/
配信はこちら↓
https://hyde.lnk.to/pandoraID

『スターオーシャン 6 THE DIVINE FORCE』は
2022年10月27日にPS5/PS4/Xbox Series X|S/Xbox One/PCにて発売予定。

公式サイト:https://www.jp.square-enix.com/so6/
公式ツイッター:https://twitter.com/SO_SQEX

© 2022 SQUARE ENIX CO., LTD. All Rights Reserved. Developed by tri-Ace Inc. CHARACTER DESIGN:akiman, スクウェア・エニックス

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Lịch sử công ty[sửa | sửa mã nguồn]

Nguồn gốc và trước khi sáp nhập (1975–2003)[sửa | sửa mã nguồn]

Enix (1975–2003)[sửa | sửa mã nguồn]

Kiến trúc sư kiêm doanh nhân người Nhật Bản Fukushima Yasuhiro thành lập Enix ngày 22 tháng 9 năm 1975, với tên gọi Eidansha Boshu Service Center.[4][5] Enix tập trung vào việc xuất bản trò chơi, thường là của các công ty hợp tác độc quyền với công ty và có lẽ nổi tiếng nhất với việc xuất bản loạt game console Dragon Quest do Chunsoft phát triển. Các thành viên chủ chốt trong đội ngũ nhà phát triển bao gồm đạo diễn Koichi Nakamura, nhà văn Horii Yuji, họa sĩ Toriyama Akira và nhà soạn nhạc Sugiyama Koichi, cùng những người khác.[6] Trò chơi đầu tiên là Dragon Warrior, nằm trong loạt game nhập vai dựa trên Famicom, được phát hành vào năm 1986 và cuối cùng sẽ bán được 1,5 triệu bản ở Nhật Bản, thiết lập loạt Dragon Quest là loạt sinh lợi nhất của công ty.[7][8] Bất chấp thông báo rằng đối thủ cạnh tranh lâu năm của Enix là Square sẽ phát triển độc quyền cho PlayStation, Enix đã thông báo vào tháng 1 năm 1997 rằng họ sẽ phát hành trò chơi cho cả Nintendo và Sony.[9] Điều này khiến lượng hàng tồn kho của cả Enix và Sony đều tăng đáng kể.[10] Đến tháng 11 năm 1999, Enix được liệt kê lần đầu tiên trên Sở giao dịch chứng khoán Tokyo, cho thấy nó là một “công ty lớn”.[4][11]

Square (1983–2003)[sửa | sửa mã nguồn]

Miyamoto Masafumi thành lập Square vào tháng 10 năm 1983 với tư cách là bộ phận phần mềm trò chơi máy tính của Den-Yu-Sha, một công ty xây dựng đường dây điện do cha ông làm chủ. Mặc dù vào thời điểm đó, việc phát triển trò chơi thường được tiến hành — bởi chỉ một lập trình viên, Miyamoto tin nếu có các nhà thiết kế đồ họa, lập trình viên và người viết cốt truyện chuyên nghiệp làm việc cùng nhau thì sẽ hiệu quả hơn nhiều.[6]

Sáp nhập (2003)[sửa | sửa mã nguồn]

Kết quả của việc sáp nhập, Enix là công ty còn tồn tại và Square Co., Ltd. bị giải thể.[12][1] Vào tháng 7 năm đó, trụ sở của Square Enix được chuyển đến Yoyogi, Shibuya, Tokyo, để giúp kết hợp hai công ty.[13]

Sau sáp nhập và mua lại (2004–2012)[sửa | sửa mã nguồn]

Kể từ khi sáp nhập vào năm 2003, Square Enix đã mua lại một số công ty và tạo ra một số công ty con. Tháng 3 năm 2004, Square Enix đã mua lại nhà phát triển ứng dụng di động UIEvolution để củng cố chỗ đứng trong thị trường không dây, mặc dù sau đó nó đã được bán vào tháng 12 năm 2007, thay vào đó, tháng 1 năm 2008 công ty thành lập Square Enix MobileStudio để tập trung vào các sản phẩm di động.[14][15] Tháng 1 năm 2005, Square Enix thành lập Square Enix Trung Quốc, mở rộng lợi ích của công ty tại Cộng hòa Nhân dân Trung Hoa.[13]

Tái cấu trúc (2013)[sửa | sửa mã nguồn]

Ngày 26 tháng 3 năm 2013, với lý do doanh số của các trò chơi lớn ở thị trường phương Tây quá thấp, Square Enix tuyên bố tái cấu trúc lớn, dự kiến mất 10 tỷ yên, chủ tịch Wada Yoichi từ chức và người thay thế là Matsuda Yosuke.[16][17] Phil Rogers được bầu làm Tổng giám đốc mới, trong số những người khác.[16][18]

Song song với việc tái cấu trúc này, Giám đốc điều hành Square Enix của Mỹ là Mike Fischer rời công ty vào tháng 5, với cựu Giám đốc điều hành Square Enix Châu Âu Phil Rogers trở thành CEO của Châu Mỹ và Châu Âu.[19]

Sau tái cấu trúc (2013 – nay)[sửa | sửa mã nguồn]

Tháng 3 năm 2013, Square Enix Ấn Độ mở cửa tại Mumbai; tuy nhiên nó đã đóng cửa vào tháng 4 năm 2014.[20] Cũng như Square Enix Latin America ở Mexico,[21] đã bị đóng cửa năm 2015.[22] Một xưởng di động có tên là Smileworks thành lập tại Indonesia tháng 6 năm 2013; tuy nhiên nó đã bị đóng cửa vào tháng 1 năm 2015.[23]

Năm 2019, Square Enix đã mở một văn phòng Ấn Độ một lần nữa ở Bangalore,[24] mở rộng sang xuất bản trò chơi di động cho thị trường Ấn Độ vào năm 2021.[25]

Tháng 3 năm 2021, Forever Entertainment, một xưởng ở Ba Lan, được cho là đang làm việc để đưa một số tài sản của Square Enix lên các hệ máy hiện đại.[26]

โปรดอ่านเพิ่มเติม ตรวจสอบลิงค์นี้ square enix…

Corporate history[edit]

Origins and pre-merger (1975–2003)[edit]

Enix (1975–2003)[edit]

Enix was founded on September 22, 1975, as Eidansha Boshu Service Center by Japanese architect-turned-entrepreneur Yasuhiro Fukushima.[8][9] Enix focused on publishing games, often by companies who exclusively partnered with the company, and is perhaps most famous for publishing the Dragon Quest series of console games developed by Chunsoft. Key members of the developer’s staff consisted of director Koichi Nakamura, writer Yuji Horii, artist Akira Toriyama, and composer Koichi Sugiyama, among others.[10] The first game, Dragon Warrior, in the Famicom-based RPG series, was released in 1986 and would eventually sell 1.5 million copies in Japan, establishing Dragon Quest as the company’s most profitable franchise.[11][12] Despite the announcement that Enix’s long-time competitor Square would develop exclusively for PlayStation, Enix announced in January 1997 that it would release games for both Nintendo and Sony consoles.[13] This caused a significant rise in stock for both Enix and Sony.[14] By November 1999, Enix was listed in the Tokyo Stock Exchange‘s first section, indicating it as a “large company”.[8][15]

Square (1983–2003)[edit]

Square was started in October 1983 by Masafumi Miyamoto as a computer game software division of Den-Yu-Sha, a power line construction company owned by his father. While at the time, game development was usually conducted —by only one programmer, Miyamoto believed that it would be more efficient to have graphic designers, programmers and professional story writers working together.[10]

In September 1986, the division was spun off into an independent company led by Miyamoto, officially named Square Co., Ltd.[16] After releasing several unsuccessful games for the Famicom, Square relocated to Ueno, Tokyo in 1987 and developed a role-playing video game titled Final Fantasy, which was inspired by Enix‘s success in the genre with the 1986 Dragon Quest.[1] Final Fantasy was a success with over 400,000 copies sold, and it became Square’s leading franchise, spawning dozens of games in a series that continues to the present.[10]

Buoyed by the success of their Final Fantasy franchise, Square developed notable games and franchises such as Chrono, Mana, Kingdom Hearts (in collaboration with The Walt Disney Company), and Super Mario RPG (under the guidance of Super Mario creator Shigeru Miyamoto).[1] By late 1994 they had developed a reputation as a producer of high-quality role-playing video games.[17] Square was one of the many companies that had planned to develop and publish their games for the Nintendo 64, but with the cheaper costs associated with developing games on CD-based consoles such as the Sega Saturn and the Sony PlayStation, Square decided to develop titles for the latter system.[18] Final Fantasy VII was one of these games, and it sold 9.8 million copies, making it the second-best-selling game for the PlayStation.[1]

Merger (2003)[edit]

A merger between Square and Enix was considered since at least 2000; the financial failure in 2001 of Square’s first movie, Final Fantasy: The Spirits Within, made Enix reluctant to proceed while Square was losing money.[19][20] With the company facing its second year of financial losses, Square approached Sony for a capital injection, and on October 8, 2001, Sony Corp purchased an 18.6% stake in Square.[21] Following the success of both Final Fantasy X and Kingdom Hearts, the company’s finances stabilized, and it recorded the highest operating margin in its history in the fiscal year 2002.[22][23] It was announced on November 25, 2002, that Square and Enix’s previous plans to merge were to officially proceed, intending to decrease development costs and to compete with foreign developers.[24] As described by Square’s president and CEO Yoichi Wada: “Square has also fully recovered, meaning this merger is occurring at a time when both companies are at their height.”[25]

Some shareholders expressed concerns about the merger, notably Miyamoto (the founder and largest shareholder of Square), who would find himself holding a significantly smaller percentage of the combined companies.[26] Other criticism came from Takashi Oya of Deutsche Securities, who expressed doubts about the benefits of such a merger: “Enix outsources game development and has few in-house creators, while Square does everything by itself. The combination of the two provides no negative factors but would bring little in the way of operational synergies.”[27] Miyamoto’s concerns were eventually resolved by altering the exchange ratio of the merger so that each Square share would be exchanged for 0.85 Enix shares rather than 0.81 shares, and the merger was greenlit.[28][29] The merger was set for April 1, 2003, on which date the newly merged entity Square Enix came into being.[1][30] At the time of the merger, 80% of Square Enix staff were made up of former Square employees.[31] As part of the merger, former Square president Yoichi Wada was appointed the president of the new corporation, while former Enix president Keiji Honda became its vice president.[32] The founder of Enix and the largest shareholder of the newly combined corporation, Yasuhiro Fukushima, was made its honorary chairman.[33]

As a result of the merger, Enix was the surviving company and Square Co., Ltd. was dissolved.[3][2] In July of that year, the Square Enix headquarters were moved to Yoyogi, Shibuya, Tokyo, to help combine the two companies.[16]

Post-merger and acquisitions (2003–2013)[edit]

To strengthen its wireless market, Square Enix acquired mobile application developer UIEvolution in March 2004, which was sold in December 2007, and the company instead founded its own Square Enix MobileStudio in January 2008 to focus on mobile products.[34][35] In January 2005, Square Enix founded Square Enix China, expanding their interests in the People’s Republic of China.[16]

In September 2005, Square Enix bought the gaming developer and publisher Taito, renowned for their arcade hits such as Space Invaders and the Bubble Bobble series; Taito’s home and portable console games divisions were merged into Square Enix itself by March 2010.[36] In August 2008, Square Enix made plans for a similar expansion by way of a friendly takeover of video game developer Tecmo by purchasing shares at a 30 percent premium, but Tecmo rejected the proposed takeover.[37][38] In April 2007, Square Enix Ltd. CEO John Yamamoto also became CEO of Square Enix, Inc.[39] In 2008–2009, Square Enix was reportedly working with Grin on a Final Fantasy spin-off codenamed Fortress.[40] The project was allegedly canceled by Square Enix after introducing seemingly impossible milestones and without payments made, resulting in Grin declaring bankruptcy and its co-founders blaming Square Enix for being “betrayed”.[41]

In February 2009, Square Enix announced a takeover deal for Eidos plc, the holding company for Eidos Interactive, the UK-based publisher of the Tomb Raider, Hitman, Deus Ex, Thief and Legacy of Kain franchises, along with its multiple subsidiary development studios that developed the games[42] The acquisition of Eidos was completed in April 2009, and in November the publisher was merged with Square Enix’s European publishing organization to form Square Enix Europe.[43][44] In April 2010, a new Japanese label for Western games bearing CERO restrictions called Square Enix Extreme Edges was announced.[45] In July 2010, Mike Fischer was appointed CEO of Square Enix, Inc.[46][47]

In March 2011, Square Enix founded mobile development studio Hippos Lab[48] and Square Enix Montréal in 2012.[49] In July 2011, it was reported that Square Enix closed their Los Angeles Studio.[50] In January 2012, Square Enix North American office could pursue smaller niche, mobile and social media games due to its existing revenue streams.[51] In October 2012, Square Enix was perceived as a “force in mobile” games by Kotaku. The price of Final Fantasy Dimensions and Demons’ Score, $30 and $44 respectively, was criticized.[52]

Restructuring (2013)[edit]

On March 26, 2013, citing sluggish sales of major Western games, Square Enix announced major restructuring, expected loss of ¥10 billion and resignation of President Yoichi Wada, whom Yosuke Matsuda replaced.[53][54] Phil Rogers was elected as a new Director, among others.[53][55] With the restructuring, Square Enix of America CEO Mike Fischer left the company in May, with former Square Enix Europe CEO Phil Rogers becoming CEO of Americas and Europe.[56] Further executive changes at Square Enix Western studios were mentioned in a statement.[57] With the consolidation of Square Enix Western divisions around 2015,[58] Square Enix Ltd. and Square Enix Inc. are collectively referred to as Square Enix West.[59]

It said with the fiscal year report in March 2013, sales of Tomb Raider (2013) and Hitman: Absolution were weak, despite critical acclaim. The North American sales force was said to be ineffective as the game sold two-thirds the number of units it did in Europe. Price pressure was intense, which forced spending additional channel costs such as price protection.[60] Matsuda noted the long development time of their important games and said they need to shift to a business model with frequent customer interactions, noting Kickstarter as an example, and finally, make sure games meet customer expectations.[61]

Post-restructuring (2013–present)[edit]

In March 2013, Square Enix India opened in Mumbai; however the studio was closed in April 2014.[62] As well as Square Enix Latin America in Mexico,[63] which was closed in 2015.[64] A mobile studio called Smileworks was founded in Indonesia in June 2013; however it was closed in January 2015.[65]

In 2014, Square Enix signed a strategic alliance with French video game company Ubisoft; it has served as the Japanese publisher of video games since 2009. In March 2014, following the success of Bravely Default, Square Enix said it will “go back to their roots” and focus on creating content that will appeal to their core audience.[66] In 2015, Square created a new studio known as Tokyo RPG Factory to develop what was then dubbed Project Setsuna.[67][68]

On February 21, 2017, the formation of a new studio Studio Istolia was announced. The studio, headed by Hideo Baba, would be working on the new RPG Project Prelude Rune.[69] Baba departed the studio in early 2019, and shortly after this, Studio Istolia was closed, and Project Prelude Rune cancelled following an assessment of the project, with its staff being reassigned to different projects within the company.[70]

In 2019, Square Enix opened an Indian office again, now in Bangalore,[71] which expanded into publishing mobile games for the Indian market in 2021.[72] In March 2021, Forever Entertainment, a Polish studio, was reported to be working to bring several of Square Enix’s properties to modern systems.[73]

On May 1, 2022, Square Enix announced that it would sell several assets of their Square Enix Europe subsidiary to the Swedish holding company Embracer Group for $300 million. This included studios Crystal Dynamics, Eidos-Montréal, and Square Enix Montreal, IPs Deus Ex, Legacy of Kain, Thief and Tomb Raider and rights to “over 50 games”. Square Enix stated that the sale will further help it in investment into blockchain and other technologies, and to “assist the company in adapting to the changes underway in the global business environment by establishing a more efficient allocation of resources”. Square Enix also stated that it would remain publisher for the Life Is Strange, Outriders and Just Cause franchises, implying that they are not included in the sale.[74][75] However, during the Japanese publisher’s full-year financial results briefing on May 13, president Yosuke Matsuda clarified the past statement and said the money from the sale will be used to strengthen the company’s core games business. “Rather than using the proceeds from the divestiture in new investment domains such as NFT and blockchain, we intend to use them primarily to fund our efforts to foster solid IP and to enhance our development capabilities in our core Digital Entertainment segment,” he said.[76]

In the company’s financial statement for the following quarter, released in September 2022, Matsuda said they were moving away from outright owning studios due to rising costs of development, but were looking at means to invest in studios such as joint ventures or investment opportunities.[77]

โปรดอ่านเพิ่มเติม ตรวจสอบลิงค์นี้ square enix…

Square Enix - tin tức, hình ảnh, video, bình luận

Final Fantasy XVI sẽ ra mắt vào mùa hè năm 2023


11:11 05/06/2022

0

Ngoài lịch ra mắt dự kiến, một vài thông tin và đoạn trailer mới đã mang đến cái nhìn đầu tiên về lối chơi của Final Fantasy XVI.

Square Enix có dự định thành lập và mua thêm studio trò chơi


16:17 16/05/2022

0

Một tuần sau khi bán các studio ở phương Tây, Square Enix cho biết họ sẽ thành lập hoặc mua thêm những studio mới.

Square Enix nói tin tức về lễ kỷ niệm 35 năm Final Fantasy sẽ sớm ra mắt


18:19 15/05/2022

0

Square Enix nói rằng sẽ sớm thông báo về sự kiện 35 năm của Final Fantasy và hy vọng rằng sẽ có thông tin về Final Fantasy 16.

โปรดอ่านเพิ่มเติม ตรวจสอบลิงค์นี้ square enix…

คำสำคัญที่ผู้ใช้ค้นหาที่เกี่ยวข้องกับหัวข้อ square enix square enix

スクウェア・エニックス, スクエニ, SQUARE ENIX, スクエア

.

โดยสรุปแล้ว Thailand Daily News และ Hot News Blog เป็นแหล่งข้อมูลที่ดีสำหรับผู้ที่สนใจติดตามข่าวสารล่าสุดเกี่ยวกับสิ่งที่เกิดขึ้นในประเทศไทย บทความเขียนได้ดีและให้มุมมองที่หลากหลาย บล็อกข่าวเด่นมีประโยชน์อย่างยิ่งเพราะช่วยให้ผู้อ่านส่งเรื่องราวของตนเองได้ ทำให้เป็นทรัพยากรอันมีค่าสำหรับผู้ที่ต้องการเรียนรู้เพิ่มเติมเกี่ยวกับประเทศไทยจากผู้คนที่อาศัยอยู่ที่นั่น

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