Video summary

UN ÉCHEC INATTENDU... Revenus Gacha, Lancement NTE, 7DS et Anniversaire HSR

Main summary

Key takeaways

Finance

Finance-focused summary (markets / investing angle on mobile game revenues)

Macro / industry context mentioned

  • The subtitle discusses April monthly revenues across multiple “gacha” mobile games (publisher-level monetization/performance).
  • A key external factor is a “shift/change with the topups” (payment/top-up policy changes and some shop closures).
  • The presenter expects this could affect mobile revenues on Android/iOS and across games, with potential positive or negative impact.

Key game revenue takeaways (rankings & relative performance)

Expected April leaders / predictions

  • HSR (Honkai: Star Rail): positioned as Top 1. The speaker references a prior expectation of ~80 million, while noting the outcome was higher than that expectation.
  • Genshin Impact: described as unexpectedly high and stable.
  • Love and Deepspace: cited as Top 2 in the speaker’s prediction.
  • Zenless Zone Zero / Zenless: discussed as a “flop” due to timing/patch-counting issues.
  • Pokémon TCG: mentioned as Top 4/Top 5 in predictions.

Explicit revenue numbers cited

  • HSR: ~80 million (explicitly called out).
  • NTE / new gacha “NE”: the speaker says it’s too early to judge; the launch window matters more in May.
  • A specific month-to-month comparison:
    • Doan battle” drops from ~15 million to ~8 million.
  • Other explicitly mentioned figures:
    • 21 million: discussed in the context of Infinity Nikki’s milestone/anniversary performance.
    • 7 million: mentioned regarding Zenless, where the speaker concludes the calculation missed counting due to timing.
    • “8 million for 27”: referenced without clear instrument/context.

Infinity Nikki (milestone context)

  • “3.5th birthday” / 6-month celebration framing.
  • “21 million” is cited as impressive performance.

Company/event-level drivers (monetization catalysts)

  • HSR birthday event:
    • Repeatedly described as a major driver; the speaker says it “crushed it” and ranks HSR Top 1.
  • Genshin Impact patch stability:
    • The speaker claims Genshin’s revenue is “stable” and that it matches Japanese outcomes across character cycles.
    • A noted anomaly: “What happened in November?” (described as an outlier tied to a specific banner/character, though details are garbled).
  • Zenless patch / timing problem:
    • The speaker says “Yuki isn’t counted or hardly counted”, implying Zenless impact may show up in May, not April.
    • Zenless is characterized as suffering from weak patch performance.
    • The speaker also suggests that S3 could be affected by lack of a currently running anime, reducing sustained hype.

Explicit caution / uncertainty

  • The presenter repeatedly implies uncertainty due to:
    • counting window mismatches (e.g., Zenless outcomes shifting once May’s window is included),
    • and data/counting limitations.
  • For some games, the presenter questions whether certain numbers (e.g., “34 million”) were meaningful.

Methodology / framework mentioned (informal, not portfolio-like)

  • The speaker uses a step-by-step revenue analytics workflow:
    1. Open multiple tabs showing Japanese revenues for “the four gacha games.”
    2. Compare April results while attributing event contributions to release dates/patch boundaries (what is counted in April vs May).
    3. Incorporate external policy changes (top-up/payment shifts) as possible explanations.
    4. Produce rankings, then cross-check with expectations and past patterns (e.g., Genshin stability vs more uneven performance for another title).
    5. Discuss character/banner effects qualitatively (bait marketing, niche vs broad audience, collabs).

Specific game/company/instrument mentions (assets / “instruments”)

  • No financial tickers (e.g., AAPL) or ETFs/bonds were mentioned.
  • The “instruments” are mobile game titles, including:
    • NTE / “NE”
    • Genshin Impact
    • Zenless Zone Zero
    • Honkai: Star Rail (HSR)
    • Love and Deepspace
    • Pokémon TCG
    • Infinity Nikki
    • Arknights (and related “Ark / Arknight” phrasing)
    • One Chaos Z0 Nightmare (name appears garbled)
    • Grand Cross
    • Dragon Ball Legends
    • FGO (referenced as “Dark Knights are missing FGO”)
    • Pad (likely Puzzle & Dragons, name garbled)
    • Celeste / “C of Origin” (unclear garbled reference)
    • Withering Waves / W Strike (garbled but clearly a title reference)
    • Naruto mobile
  • Collab/marketing mention:
    • Porsche collab for NTE.

Key launch dates / timelines (NTE)

  • Download from April 27
  • Release April 29
  • Launch/monetization details mentioned:
    • 0.99% chance per single to get the S character
    • Guaranteed S at 90 pulls
    • No mention of a “50/50” system (i.e., no standard pity split described)

Recommendations (explicit)

  • No direct buy/sell investing recommendations.
  • The main implicit takeaway is interpretation caution: top-up policy changes may alter monetization outcomes, so performance interpretation should account for these structural shifts.

Disclosures / disclaimers

  • No explicit “not financial advice” / legal disclaimer appears in the subtitles.

Presenters / sources

  • Presenter: Appears to be one speaker (name not clearly legible from subtitles).
  • No clear third-party source is cited by name.
  • References to “Japanese revenues” panels/tabs appear, but not attributed to a specific analytics firm.

Original video