Hubbry Logo
KoeiKoeiMain
Open search
Koei
Community hub
Koei
logo
8 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Koei
Koei
from Wikipedia

Koei Co., Ltd. was a Japanese video game publisher, developer, and distributor founded in 1978. The company is known for its historical simulation games based on the novel Romance of the Three Kingdoms, as well as simulation games based on pseudo-historical events.

Key Information

Koei found mainstream success in its series of loosely historical action games such as Dynasty Warriors and Samurai Warriors, also known as the Musō series. It also owned a division known as Ruby Party, which focuses on otome games.[1]

On April 1, 2009, Koei merged with Tecmo to create the Tecmo Koei Holdings holding company. After operating as subsidiaries of Tecmo Koei Holdings for exactly a year, Koei and Tecmo were combined as a single company on April 1, 2010 to form Tecmo Koei Games (with Koei as the actual surviving corporation).

History

[edit]

Koei was established in July 1978 by Yōichi Erikawa [ja] (also known as Kou Shibusawa [ja]) and Keiko Erikawa. Yoichi was a student at Keio University, who decided to pursue his interest in programming after his family's rural dyestuffs business failed. The company has since remained located in the Hiyoshi area of Yokohama.

Koei initially focused on personal computer sales and made-to-order business software. In 1982, the company released the erotic title (eroge) Seduction of the Condominium Wife (団地妻の誘惑, Danchi Tsuma no Yūwaku), which was an early role-playing adventure game with color graphics,[2][3] owing to the eight-color palette of the PC-8001 computer. It became a hit, helping Koei become a major software company.[4] In March of the same year, Koei released Underground Exploration, the earliest known Japanese RPG.[5] In 1983, it released Nobunaga's Ambition (信長の野望, Nobunaga no Yabō), a historical strategy game set during the Sengoku period of Japanese history. The game went on to receive numerous awards. The company continued producing more games set against the backdrop of world history, including Romance of the Three Kingdoms, set during the Three Kingdoms period of Chinese history, and Uncharted Waters (大航海時代, Dai Kōkai Jidai; lit. Great Navigation Era), set in Portugal during the Age of Exploration.

In 1988, Koei established a North American subsidiary, Koei America Corporation, in California. This subsidiary localized Koei games for export to all territories outside Japan, and even produced original games and concepts with the leadership of designer Stieg Hedlund. These games included Liberty or Death, Celtic Tales: Balor of the Evil Eye, Gemfire, and Saiyuki: Journey West. After Hedlund's departure, this subsidiary ceased game development in 1995, focusing instead on localization, sales, and marketing.

Though none of Koei's historical simulations achieved mass market success, they acquired a loyal cult following that allowed them to remain profitable. They could reliably predict how many copies of their games would sell.[6] This was especially important during the cartridge era; a surplus of unsold cartridges of a single game was often enough to bankrupt a company.[7]

A Canadian subsidiary, Koei Canada, Inc., was established in early 2001, and a European subsidiary, Koei Limited, was established in early 2003 in Hertfordshire, United Kingdom. Koei also maintained subsidiaries in mainland China, Korea, Taiwan, and Lithuania. Koei later created a Singapore branch for game development, such as Sangokushi Online.

Koei's Ruby Party division specializes in games labeled as 'Neoromance', which are GxB dating sims usually with extra side-quests. Out of the three Neoromance series, the best known is Angelique, which had been in production since 1994. Harukanaru Toki no Naka de is a newer Neoromance hit, with many sequels and an anime television series. The newest game in the series, Kin'iro no Corda, gained popularity partially because the manga series it was based on had recently been licensed by Viz for English language publishing. An anime television series based on it began airing in October 2006. A sequel was also released on the PlayStation 2 in March 2007.[8]

On September 4, 2008, Koei announced that it was in talks to purchase ailing competitor Tecmo.[9][10] They agreed in November 2008 to merge on April 1, 2009, to form Tecmo Koei Holdings.[11] On January 26, 2009, the two companies approved the merger. The holding company formed on April 1, 2009, as planned.[12]

Koei changed its name to Tecmo Koei Games on April 1, 2010, by absorbing Tecmo.[13] Koei's subsidiaries in the United States, Europe, and Korea already had their names changed months before their Japanese parent company.[14] The developing operations of the original Koei and Tecmo companies were spun off on March 15, 2010, as new separate subsidiaries under the names of Koei Co. Ltd and Tecmo Co. Ltd, respectively. They were both absorbed the following year by Tecmo Koei Games, on April 1, 2011.[13][15] On July 1, 2014, Tecmo Koei Games was renamed Koei Tecmo Games.[16]

See also

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Koei Co., Ltd. is a Japanese and publisher founded in July 1978 by Yoichi Erikawa and Keiko Erikawa, renowned for pioneering the historical simulation genre with titles such as (1983) and (1985). The company initially focused on software before expanding to home consoles, achieving significant success with strategy games that blend historical events from Japanese and Chinese with deep gameplay mechanics. In 1981, Koei released its first entertainment software, including Kawanakajima no Kassen and Investment Game, marking its entry into the gaming industry as a couple's entrepreneurial venture that evolved into a dedicated game development firm. Under the pseudonym Kou Shibusawa, founder Yoichi Erikawa created the influential Nobunaga's Ambition series, which by 2018 had shipped over 10 million units worldwide, establishing Koei as a leader in simulation gaming. Similarly, the Romance of the Three Kingdoms series, produced by Erikawa, became a cornerstone of the company's portfolio, emphasizing grand strategy and role-playing elements drawn from classical literature. Koei diversified its offerings in the 1990s and 2000s, launching the action-oriented series in 2000, which combined historical settings with hack-and-slash gameplay and exceeded 24 million copies shipped as of 2025. The company also innovated in the romance simulation genre through its Ruby Party brand, targeting female audiences with series like Angelique and Harukanaru Toki no Naka de, expanding Koei's appeal beyond traditional strategy fans. In 2009, Koei merged with longtime rival , Ltd.—founded in 1967 as Nippon Yacht Corporation—to form Tecmo Koei Holdings Co., Ltd. (renamed Holdings Co., Ltd. in 2010), creating a powerhouse that integrated Tecmo's action and sports titles with Koei's simulation expertise. Post-merger, Koei Tecmo has continued to build on Koei's legacy with global hits like the Nioh series (over 8 million copies sold as of May 2025) and collaborations such as Hyrule Warriors (2014), while maintaining a focus on high-quality, narrative-driven entertainment rooted in Asian history and culture. In April 2025, Yoichi Erikawa transitioned to chairman and representative director, with Hisashi Koinuma becoming president and CEO. The company operates subsidiaries worldwide, including Koei Tecmo America and Europe, and has achieved record sales and profits in recent years, solidifying its position as a key player in the international gaming industry.

Overview

Company profile

Koei Co., Ltd. was founded in July 1978 in Ashikaga City, , by Yoichi Erikawa and his wife Keiko Erikawa as a company initially involved in selling industrial chemicals and developing software for personal computers, later relocating its headquarters to . The firm began programming in 1980 and transitioned into game development by releasing its first titles in 1981. Koei established itself as a prominent Japanese video game developer and publisher, with a core focus on strategy-based historical simulation games inspired by East Asian history. Iconic series such as and exemplify this emphasis, blending tactical gameplay with educational elements drawn from classical literature and real historical events. The company expanded from platforms to consoles, broadening its global reach through ports and new releases. In 2009, Koei merged with to form Holdings Co., Ltd., while continuing to use the Koei brand for key franchises. Koei's headquarters remain in , where it operates as a primary development division within the larger Koei Tecmo group.

Key milestones

Koei was established on July 25, 1978, in , initially as a developer of PC and sales tools, marking the company's entry into the before pivoting to . In 1983, Koei released for personal computers, a historical game that introduced the company's signature focus on Japanese history and gameplay, earning national acclaim and establishing Koei in the gaming sector. The 1985 launch of further solidified Koei's reputation, adapting the classic Chinese novel into a turn-based strategy title that became the company's longest-running and most iconic franchise, spawning numerous sequels and adaptations. Throughout the , Koei expanded beyond PCs to console platforms, including ports to the and PlayStation, while initiating international localization efforts with North American releases of titles like and series, broadening its global audience. In 2000, Koei introduced 3D graphics to its action-oriented titles with the release of , shifting from strategy simulations to hack-and-slash gameplay inspired by historical epics, which revitalized the company's portfolio and launched the enduring Warriors sub-series. The 2009 merger with formed Holdings Co., Ltd., on April 1, enabling synergies in development and cross-franchise projects, such as integrating Tecmo's action elements with Koei's historical themes. Following the merger, Koei continued releasing titles under its branding, with evolutions in the Warriors series like in 2013 and anniversary editions such as in 2016, maintaining its focus on historical simulations amid the expanded .

History

Founding and early years (1978–1982)

Koei Co., Ltd. was established on , 1978, by husband-and-wife team Yoichi Erikawa, who served as president, and Keiko Erikawa in the Hiyoshi district of , . The founders, with Yoichi having studied at and previously involved in his family's dyestuffs that had faltered, launched the company amid Japan's nascent personal computer era, initially concentrating on software development rather than . In its early years, Koei focused on creating business-oriented software and tools for emerging Japanese PCs, such as accounting and database programs tailored for platforms like the PC-8001 introduced in 1979 and the PC-8801 in 1981. The company's first releases in 1979 included tools for professional users, while by 1981, it expanded into to address productivity needs in a market still dominated by mainframes. These made-to-order solutions helped Koei establish a foothold by customizing applications for small businesses and individuals transitioning to personal computing. In 1981, Koei entered the entertainment software market with releases including Kawanakajima no Kassen, a historical simulation, and Investment Game. The period was marked by significant challenges, including Japan's limited PC market penetration and intense competition from established giants like , which controlled much of the sector. Koei navigated these hurdles through lean operations, relying on the founders' personal networks for distribution and development on affordable hardware, often producing software in small batches without formal industry infrastructure. By 1981, as home computer adoption grew with models like the PC-8801 gaining traction among hobbyists, Koei had begun releasing entertainment software, signaling a strategic pivot from pure business tools toward broader applications that would capitalize on the expanding consumer base.

Breakthrough in video games (1983–1999)

Koei's transition to marked a pivotal shift in the early , leveraging the growing popularity of personal computers in to pioneer the historical simulation genre. In 1983, the company released for the PC-8801, a turn-based game that placed players in the role of feudal lords during Japan's , aiming to unify the nation through military conquest, diplomacy, and resource management. This title introduced innovative gameplay mechanics blending strategic planning with historical narrative, drawing on the turbulent era of warlords like , and established Koei as a leader in simulating complex historical events on home computers. Building on this foundation, Koei expanded its historical simulation portfolio with in 1985, adapting the classic Chinese novel into a turn-based strategy game set during the late . Players commanded one of several warlords vying for control of ancient , managing alliances, battles, and governance in a vast campaign map populated by over 400 historical figures. The game's depth, including multiple scenarios and branching outcomes based on player choices, contributed to its commercial success, with the debut installment selling over 100,000 copies and laying the groundwork for a flagship franchise known for its replayability. Koei's approach emphasized historical accuracy, achieved through consultations with experts to authentically represent events, figures, and cultural elements from the source material, while incorporating simulation and light RPG elements such as officer recruitment and skill development. Throughout the late 1980s and 1990s, Koei refined its genre-defining formula, innovating by integrating diplomacy, ideological conflicts, and multifaceted victory conditions beyond mere conquest. Titles like Bandit Kings of Ancient China (1989), a localized adaptation of the novel Water Margin, exemplified this evolution by focusing on guerrilla tactics and moral choices in turn-based strategy gameplay, where player decisions influenced reputation and alliances against a corrupt empire. To broaden accessibility, Koei ported its core series to consoles, beginning with the Super Famicom in the early 1990s and extending to the PlayStation later in the decade, which allowed for enhanced graphics and larger-scale battles while preserving the strategic depth of PC originals. A notable advancement came with Romance of the Three Kingdoms IV in 1994, which introduced multiplayer modes for up to eight players, enabling competitive or cooperative kingdom-building and diplomatic intrigue, thus appealing to both solo strategists and group play. Koei's international ambitions accelerated during this period, with the establishment of Koei Corporation in in 1988 to handle localization and distribution in . This subsidiary facilitated the release of Western-friendly versions, such as , which retained the series' tactical complexity while adapting narratives for global audiences. By the late 1990s, Koei's historical simulations had achieved widespread acclaim, with the series earning the U.S. of the Year award in fiscal 1989 for its innovative blend of and strategy. The company's titles collectively sold millions of units across platforms by 1999, solidifying their influence on the genre and paving the way for further console innovations in the subsequent era.

Expansion and challenges (2000–2008)

In 2000, Koei launched for the , marking a significant pivot from its traditional strategy simulations to 3D hack-and-slash action gameplay known as "musou." Drawing inspiration from the historical novel , the game introduced large-scale battles where players controlled individual warriors amid hundreds of enemies, pioneering a new subgenre that blended historical simulation elements with fast-paced combat. This shift capitalized on the capabilities of next-generation consoles, expanding Koei's audience beyond PC strategy enthusiasts. Koei pursued diversification during the early 2000s by venturing into other genres, including sports simulations like the ongoing series of horse racing games, which saw releases such as Winning Post 4 Program 2000 for and PlayStation. These efforts aimed to broaden the company's portfolio amid growing competition in historical strategy titles. However, the strategy genre faced market saturation, compounded by the high costs of transitioning development to 3D consoles, which strained resources and contributed to operational challenges throughout the decade. To address these pressures, Koei emphasized recovery initiatives in 2006, integrating online features into PC titles with the release of Online, a massively multiplayer of its flagship series that allowed persistent world exploration and cooperative battles. Concurrently, Koei forged partnerships with , announcing multiple titles including Wave—a motion-controlled spin-off—and other projects like Wii and horse racing simulations, leveraging the console's innovative controls to port and adapt existing franchises for broader accessibility. As preparations for consolidation intensified, Koei undertook a major in early 2008, reorganizing into dedicated Western and Asian business divisions to streamline global operations and enhance collaboration between development, sales, and marketing teams. This strategy prioritized "evergreen" franchises like , focusing resources on high-impact series to sustain long-term growth amid evolving market dynamics.

Merger with Tecmo (2009)

In September 2008, following Tecmo's rejection of a buyout proposal from , Koei and announced plans to merge in order to strengthen their competitive position in the . The detailed agreement was finalized on November 18, 2008, outlining a stock-swap merger valued at approximately ¥20 billion (about $207 million), under which Koei would hold a 75% stake in the new entity, effectively positioning as a within the combined structure. This absorption-type arrangement aimed to integrate operations while leveraging synergies between Koei's historical simulation and strategy titles and 's action-oriented franchises like and Dead or Alive. The merger was driven by challenges in the domestic Japanese market, including rising development and costs amid declining console , necessitating a diversified product portfolio to enhance long-term growth and corporate value. By combining resources, the companies sought to bolster development capabilities and expand their offerings, with Tecmo's fast-paced action games complementing Koei's strategic depth to appeal to broader audiences. Shareholder approval was secured in January 2009, paving the way for the merger's completion. The merger took effect on April 1, 2009, forming Tecmo Koei Holdings Co., Ltd. as the parent , which oversaw the operations of both brands as subsidiaries. Kenji Matsubara, former chief operating officer of , was appointed president of the new entity, while Yoichi Erikawa, Koei's co-founder, played a pivotal role in leadership and integration efforts, including the merging of development teams to foster collaborative projects. The combined company targeted annual sales exceeding ¥70 billion and operating profits over ¥16 billion by 2012, with immediate outcomes including joint branding on releases such as the 2009 title , which marked an early product of the merged studios. To preserve cultural identities, the holding structure allowed Koei to maintain primary control over its historical simulation intellectual properties, such as the and series, while integrating Tecmo's assets without dilution. Pre-merger planning also facilitated early crossovers, exemplified by (released in 2008), which blended elements from both companies' franchises and set the stage for post-merger co-development. This approach ensured continuity of Koei's legacy in historical gaming while enabling cost efficiencies through shared resources, estimated to yield annual savings in overlapping operations.

Products and franchises

Historical simulation series

Koei's historical simulation series represents the company's foundational strength in strategy gaming, emphasizing turn-based management of empires, , , and large-scale battles drawn from Asian history. These titles, often developed under the Kou Shibusawa, blend historical accuracy with narrative elements from classical and , allowing players to assume roles as rulers or generals in pivotal eras. The series pioneered deep strategic depth on early personal computers and consoles, evolving from text-heavy interfaces to visually rich simulations that educate on geopolitical dynamics while providing replayable scenarios. The series, launched in 1985, spans 14 main numbered entries through 2019, with additional spin-offs bringing the total to over 37 titles by 2020. Players engage in turn-based empire management across ancient , handling diplomacy, internal affairs, and tactical battles inspired by the 14th-century novel , which fictionalizes the period (220–280 CE). Core mechanics include recruiting officers with unique traits, forging alliances, and conquering territories through grid-based warfare, with later entries like (2019) introducing land division systems for granular control over provinces and real-time battle elements. The series has shipped over 9 million units worldwide as of 2020, lauded for immersing players in Confucian-era strategy and historical what-ifs. Similarly, the series, debuting in 1983, features 16 main iterations up to 2022, centering on Japan's (1467–1603) and the quest for unification under warlords like . Gameplay focuses on castle-building, territorial expansion, and domestic policies, with players balancing military campaigns, , and loyalty among retainers in a turn-based framework that simulates feudal hierarchies. Titles such as (2022) enhance individuality in AI opponents and include policy innovations for realistic clan management, while scenario editors allow custom historical recreations. The franchise has exceeded 10 million units shipped globally as of 2018, contributing to Koei's reputation for authentic portrayals of samurai-era intrigue. Beyond these flagships, Koei's historical simulations include (1990), a naval trade and exploration title set in the 16th-century , where players captain ships, chart routes, engage in commerce, and pursue adventures like treasure hunting or piracy across global seas. The series emphasizes economic simulation through port investments and fleet management, with (1993) expanding to role-playing elements and multiple protagonist stories. Another entry, (1987), offers Mongol conquest strategy across 12th–15th-century , featuring dual campaigns for unification of tribes or European incursions, with mechanics for arranged marriages, child-rearing, and horseback warfare to build an empire. These titles round out Koei's diverse historical portfolio, highlighting exploration and nomadic tactics. The series has evolved from 2D top-down views and abstract maps in early PC releases to 3D environments and hybrid real-time/turn-based systems in modern consoles, incorporating via scenario editors since the to foster . Combined, Koei's historical simulations have sold over 19 million units as of , earning acclaim for their educational value in teaching Asian through interactive narratives that prioritize strategic foresight over action.

Action and other genres

Koei's diversification into action genres began prominently with the launch of in 2000, introducing the signature "Musou" gameplay mechanic characterized by one-versus-many in large-scale historical battles. This hack-and-slash style allowed players to control warriors cutting through hordes of enemies, blending real-time action with strategic objectives on battlefields inspired by Chinese . The series has since expanded to over 10 main titles and more than 70 entries across the broader Warriors franchise, achieving cumulative sales exceeding 21 million units worldwide as of 2020. Recent releases include Dynasty Warriors: Origins (2025), which has sold over 1 million units worldwide as of February 2025. Spin-offs extended the Musou formula to new historical contexts, starting with in 2004, which shifted the focus to Japan's and featured katana-based combat alongside unique officer abilities. This series has produced multiple installments, selling over 8 million units worldwide as of 2021, and emphasized character-driven narratives with playable warlords like . Further diversification came with the Warriors Orochi crossover in 2007, merging and universes into a storyline involving mythical elements, later incorporating characters from Tecmo's Dead or Alive series post-merger. The Orochi titles have explored larger ensemble casts and cooperative gameplay. Beyond the Warriors umbrella, Koei ventured into other genres, including RPGs such as the Angelique series, with titles like Angelique Special 2 in 1996 evolving into hybrid simulation-RPG experiences centered on romantic and strategic kingdom management. Racing simulations were represented by the horse racing series, which debuted in 1993 but saw significant post-2000 iterations like 6 (2003), emphasizing breeding, training, and tactical race decisions in a realistic equestrian framework. In the , Koei adapted several franchises for mobile platforms, including social and browser-based versions of historical titles that incorporated simplified action elements for portable play. Following the 2009 merger with and the 2011 acquisition of Gust Co., Ltd. for approximately ¥2.2 billion, integrated the RPG series, known for alchemy-based crafting and turn-based combat with light strategic party management. Gust's titles, such as Atelier Ayesha: The Alchemist of Dusk (2012), benefited from Koei's publishing expertise, introducing hybrid elements like resource gathering tied to narrative progression, though core gameplay remained focused on synthesis mechanics rather than deep strategy. Innovations in the action lineup included motion controls in adaptations, such as (2009), which utilized the for immersive sword swings during battles. Later entries like (2017) incorporated online co-op modes, allowing players to team up across platforms for synchronized Musou attacks in crossover scenarios.

Notable standalone titles

Koei's early forays into entertainment software included several standalone titles that marked significant departures from its roots, particularly in the adult gaming space. Night Life, released in 1982 for the PC-8801, was one of the company's first commercial entertainment hits and is recognized as the inaugural Japanese erotic computer game to reach the market. This text-based adventure featured sexually explicit content and interactive scenarios, establishing Koei as a pioneer in the emerging genre while generating substantial early interest in personal computing entertainment. Building on this momentum, Danchizuma no Yuuwaku (translated variably as Seduction of Apartment Wives), launched in 1984 for the PC-8801, represented an early that introduced elements and strategic decision-making in interpersonal interactions. Players navigated as a salesman attempting to sell products in an apartment complex, blending , exploration, and controversial themes that drew for their explicit nature. The title, part of Koei's self-labeled Strawberry Porno series, demonstrated the commercial viability of mature-themed simulations and served as a precursor to deeper strategy mechanics in later Koei offerings. In the realm of historical strategy, L'Empereur (1989) for the stood out as a standalone exploration of Napoleonic-era , allowing players to guide figures like Napoleon Bonaparte through turn-based conquests across a detailed of the . This title innovated on Koei's simulation formula by emphasizing diplomatic intrigue, military campaigns, and economic management in a non-Japanese historical context, influencing the broader adoption of global history themes in strategy gaming. These standalone releases, particularly the adult simulations and L'Empereur, played a key role in Koei's early growth by diversifying its portfolio beyond business tools and appealing to niche audiences, with combined helping sustain the company through the 1980s PC gaming boom in .

Corporate evolution

Leadership and organization

Koei was founded in July 1978 by Yoichi Erikawa as its president, with his wife Keiko Erikawa serving as senior to oversee operational aspects of the nascent . Yoichi Erikawa led the company through its early expansion into software and video games, holding the presidency until 1999 before transitioning to chairman roles; he resumed as president and CEO from 2010 to 2021, guiding Koei into the merger era. Keiko Erikawa advanced to chairman in 2001, focusing on internal management until 2006, after which she assumed status while remaining influential in strategic decisions. In 2005, Koei underwent operational centralization under Keiko Erikawa's chairmanship, consolidating development efforts to streamline production amid growing competition in the gaming industry. Following the 2009 merger with , which formed (later ), 2010 marked a key integration phase where Koei and Tecmo's development teams were restructured to enable collaborative hybrid projects blending simulation and action elements. This shift allowed for cross-pollination of expertise, such as combining Koei's historical mechanics with Tecmo's action-oriented in titles like the Warriors series. Koei Tecmo's internal structure features dedicated development teams segmented by , with specialized units handling historical simulations—often under the Kou Shibusawa brand for -focused titles—and action games led by studios like and . The company's (R&D) department, including the Future Tech Base team, emphasizes advancements in AI technologies tailored to games, such as and battle dynamics, to support efficient development across six in-house studios. Post-merger, the Erikawa family has maintained significant influence, with Yoichi Erikawa serving as representative director and chairman since June 2025, Keiko Erikawa as director and chairman emeritus, and their daughter Mei Erikawa as managing director and . Current leadership is headed by Hisashi Koinuma as president and CEO since June 2025, overseeing development operations previously as president of Games from 2015. Koei operates as a core brand and division within Koei Tecmo Holdings, which employs approximately 2,684 staff across its operations as of March 31, 2025, with dedicated teams focusing on and related genres.

Subsidiaries and global presence

Koei Tecmo Holdings Co., Ltd., formed after the 2009 merger of and , oversees a network of subsidiaries that support its operations in game development, sales, , and financial management. These entities primarily handle software planning, production, distribution, and international expansion, reflecting the company's evolution from a domestic developer to a global publisher. Domestic subsidiaries, such as GAMES CO., LTD. in , , focus on core development and sales for consoles, PCs, and mobile platforms, while others like KOEI TECMO NET CO., LTD. manage distribution and online sales. In February 2025, CORPORATE FINANCE CO., LTD. was established in , , for fund management and investment related to group companies. Overseas subsidiaries enhance Koei Tecmo's global reach by localizing content, handling regional sales, and contributing to development. In , AMERICA Corporation, based in , oversees production and sales tailored for the U.S. market. In Europe, EUROPE LIMITED operates from Hertfordshire, UK, managing software distribution across the continent. Asian subsidiaries include TAIWAN CO., LTD. in for regional sales, multiple entities in —such as SHANGHAI ENTERTAINMENT CO., LTD. for IP licensing and marketing, and development-focused TIANJIN SOFTWARE CO., LTD. and BEIJING SOFTWARE CO., LTD.—along with SINGAPORE Pte. Ltd. for software development and SOFTWARE VIETNAM CO., LTD. in for additional development support. This structure underscores Koei Tecmo's international footprint, with operations spanning 11 locations across , the , the , , , , and , enabling localized adaptations of franchises like and efficient global distribution.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.