Sony Group Corporation CFO, Lin Tao, has revealed that Bungie’s independence is becoming more subtle and could become part of PlayStation Studios.
This information was disclosed by Tao during the Q1 FY 2025 financial results Q&A session. If you’re interested in PlayStation games, you can check out our other articles here.
Lin Tao: Bungie’s Independence Is Becoming More Subtle, Could Join PlayStation Studios
August 10, 2025 – During the Q1 FY 2025 financial results Q&A session, Sony Group Corporation CFO, Lin Tao, was asked to provide the latest update on Bungie’s management and what they would do in the worst-case scenario if Marathon were canceled.
“First, regarding Marathon, how are we estimating its schedule? We anticipate a launch within FY 2025,” Tao responded. “However, this is not a commitment. We cannot — no official announcement has been made.”
Tao continued, “So, we expect the launch to happen in FY 2025. But sales are very small compared to overall sales and launch timing. So, we are currently working on modifications.”
“Based on our developments, in the fall, we are confident to communicate the actual launch date. We can launch it either from Bungie or PlayStation.”
Tao added, “Regarding Bungie’s governance, as you mentioned, at the time of acquisition, we provided a highly independent environment.”
“That’s one way of thinking. But afterwards, we have implemented structural reforms as announced last year. So, from this level of independence, this independence is becoming more subtle.”
Tao noted, “So Bungie is shifting towards a role that becomes more integrated into PlayStation Studios. The integration is also underway. So, in the long run, if you see this as an ongoing process, the direction is to become part of PlayStation Studios.”
“Regarding the Marathon launch, we are currently addressing the issues. So, we believe this launch will happen. If it gets canceled, we would need to revise the valuation. But for now, that is not expected.”
Lin Tao: PlayStation’s Live Service Plans “Not Completely Smooth”
Tao was also asked about the current status of PlayStation’s live service plans and where he sees the challenges in enhancing their live service games.
“Last year, Concord, and this year, Marathon has been delayed,” Tao revealed. “So, the negative news is starting to appear.”
Tao continued, “But if we look at the last five years, there are almost no new live service titles from PlayStation Studios. We have HELLDIVERS 2, MLB The Show, Gran Turismo 7, and Destiny 2. These four live service games contribute steadily to sales and profits.”
“For Q1, the live service ratio is around 40 percent. Over a full year, the ratio is slightly lower, perhaps between 20 to 30 percent. So, in terms of transformation, it’s not entirely smooth.”
Tao added, “But from a long-term perspective, if you look at the changes over five years, you will see that there have been real shifts. Of course, we are aware there are still many issues. So, we need to learn from our mistakes and ensure that we introduce live service content with minimal waste and smoother execution.”
Hayakawa Sadahiko: In the Game Business, We’re Starting to Shift from Hardware-Centric to Community-Based Business
Meanwhile, senior vice president for finance and IR, Sadahiko Hayakawa, was asked about the investment values Sony Group has in various companies, including Bandai Namco Holdings, for IP content creation.
“So, investments in Bandai [Namco Holdings], and of course, we have shifted towards creation,” Hayakawa explained. “For example, the entertainment business accounts for roughly 60 percent of our consolidated revenue. So, essentially, our business portfolio is shifting more towards creation.”
Hayakawa continued, “For electronic and TV businesses, compared to output devices, we are now shifting toward manufacturing devices including digital cameras.”
“As a result, we see more stability in profitability and revenue, and our productivity has increased. With that background, and for example, in the Music business, Music Streaming, and EMI Music Publishing have been acquired, and we have expanded our music catalog.”
Hayakawa added, “As I mentioned in my speech, in the game business, shifting from hardware-centric to community engagement-driven, and that continues to grow.”
“Now, as we transition further into entertainment creation, our stability and performance productivity are also improving. This improvement might not be a direct result of this transition.”
Hayakawa observed, “However, in Music Publishing, also in catalog acquisitions and Crunchyroll acquisitions, these are areas experiencing growth. As a portfolio, we have expanded our business and increased profitability.”