SEGA’s Sonic the Hedgehog series has sold an impressive 1.5 billion copies worldwide

The Boss

SEGA’s Sonic the Hedgehog series has sold an impressive 1.5 billion copies worldwide

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In Sega’s latest financial report, the company shared a rather compelling number Sonic the Hedgehog Franchise.

According to the company, the series has sold more than 1.5 billion copies worldwide. This figure covers full and free games as of March 2022 (thanks GI.biz).

That number is sure to rise once Sonic Frontiers is released, and the company is also working on several Sonic IP projects for the fiscal year ending March 2024 and beyond. The company believes these new projects will “increase the franchise’s popularity and help sell more games.”

Sonic isn’t the only Sega franchise doing well. The financial report also states that the Total War series has sold more than 40.4 million units since 2000.

Notably, the Persona series has sold over 15.5 million units since its debut in 1996, with the Persona 5 series selling 7.22 million copies, 77% of which were sold.

SEGA also revealed that its franchises Football Manager and Chain Chronicle have moved 25 million units each.

The financial report also contains comments from company president and CEO Haruki Satomi, who said SEGA is working on creating “super games,” noting that it has always pursued “new forms of entertainment with an eye toward the future…to the past.” “

“One strategy to generate hits like this is to create supergames — big global games,” Satomi said. “We are currently working on such a game with the goal of releasing it in the fiscal year ending March 2026.

“The ultimate goal of Super Gaming Strategy is to create a game so revolutionary that it has attracted more active users than any game the group has ever played. A key to achieving this is whether we can assemble a massive A community, including only players, as well as streamers of live games and viewers watching videos. Such communities expand and further develop game content, add value to games unimagined by developers, and spark a wider movement – which can then even attract more users and significantly increase the game’s reach.

“If we can set off such a virtuous cycle, I believe that it is entirely feasible for “Super Game” to reach the lifetime sales target of 100 billion yen. Most importantly, the starting point for building such a community is to create an interesting user support. game.

“Really interesting games attract a lot of people, and communities naturally spring up around them.

“We want to create an engaging game that meets the needs of future users.”

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