I d now like to commence our briefing on the results achieved by Square Enix Holdings for the first half of the fiscal year ending March 31, 2010.

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Results Briefing Session The First-Half of the Fiscal Year Ending March 31, 2010 I d now like to commence our briefing on the results achieved by Square Enix Holdings for the first half of the fiscal year ending March 31, 2010. November 5, 2009 1 SQUARE ENIX HOLDINGS CO., LTD. Statements made in this document with respect to SQUARE ENIX HOLDINGS CO., LTD. and its consolidated subsidiaries' (together, SQUARE ENIX GROUP") plans, estimates, strategies and beliefs are forward-looking statements about the future performance of SQUARE ENIX GROUP. These statements are based on management's assumptions and beliefs in light of information available to it at the time these material were drafted and, therefore, the reader should not place undue reliance on them. Also, the reader should not assume that statements made in this document will remain accurate or operative at a later time. A number of factors could cause actual results to be materially different from and worse than those discussed in forward-looking statements. Such factors include, but not limited to: 1. changes in economic conditions affecting our operations; 2. fluctuations in currency exchange rates, particularly with respect to the value of the Japanese yen, the U.S. dollar and the Euro; 3. SQUARE ENIX GROUP s ability to continue to win acceptance of our products and services, which are offered in highly competitive markets characterized by the continuous introduction of new products and services, rapid developments in technology, and subjective and changing consumer preferences; 4. SQUARE ENIX GROUP s ability to expand international success with a focus on our businesses; and 5. regulatory developments and changes and our ability to respond and adapt to those changes. The forward-looking statements regarding earnings contained in these materials were valid at the time these materials were drafted. SQUARE ENIX GROUP assumes no obligation to update or revise any forward-looking statements, including forecasts or projections, whether as a result of new information, subsequent events or otherwise. The financial information presented in this document is prepared according to generally accepted accounting principles in Japan. 2 Smooth Progress in Operating Income Operating Income by Quarter (Billions of Yen) 30 25 20 15 10 5 0-5 9.4 0.6 19.9 9.1 6.3 10.5 8.2 7.7 5.4 6.5 5.9 12.5 2.4 3.8 1.7 3.5 2.1 2.7 4.3 3.5 0.7 0.4 0.6 0.5 04.3 05.3 06.3 07.3 08.3 09.3 10.3E 3.6 3.4 Second-Half Projection 11.9 Q4 Q3 Q2 Q1 3 SQUARE ENIX HOLDINGS CO., LTD. Operating income at the end of the first half was almost in line with our initial plan. Since the results for the first quarter were unfavorable, some people doubted whether results at the end of the first half would reach 50% of the full-year projections. As it turns out, the results were almost on a par with the original numbers. 1/12

Although progress varies among segments, there has been no move to change the Group s full-year plan. In the Games segment, we launched DRAGON QUEST IX in the second quarter. Since then, trends in sell-in unit sales and sell-through unit sales have been almost identical. And while this content has already made the greatest contribution to operating income, we expect unit sales to increase as we approach both the year s end and the close of the fiscal year. BATMAN: ARKHAM ASYLUM from Eidos, which became a Group company after we acquired it in April, sold very well in North America and Europe, contributing to overall income as expected. KINGDOM HEARTS 358/2 Days for Nintendo DS also made a noticeable contribution. In the future, we shall approach Eidos brand titles with the intention of releasing them in Japan, with their sales in this region ultimately contributing to Group profits. The Amusement segment has continued to face a challenging market environment, and as a result, actual operating income has so far only reached 35% of the full-year forecast. We expect that full-year results will be somewhat short of the original projection. Performance of the Publication segment has been quite good, with operating income already reaching 93% of the full-year forecast. In this segment, we continue to succeed through the publishing of periodicals, the expansion of our customer base via the creation of TV animation based on our publications, and the recoupment of our investment in animation through a 2/12

growth in comic sales driven by the popularity of animation programs based on those comics. Since it would be unreasonable to assume in the planning phase that all animation content would become hits, we anticipated at the outset of the fiscal year that 30 to 50% of the productions would succeed. However, it turned out that over 80% of the content produced proved a success. In addition to growth in comic sales bolstered by associated animation productions, sales and income from strategy guidebooks for major game titles also contributed to strong results in the second quarter. Results in the Mobile Phone Content segment were in line with our original forecast and represented almost half of the full-year projection. Unfortunately, contributions from overseas operations were minimal, with almost all sales remaining domestic. Addressing this will be among our challenges for the future. In the Merchandising segment, FINAL FANTASY VII ADVENT CHILDREN COMPLETE, which was launched on Blu-ray Disc in the first quarter, sold well and bolstered profits. As a result, actual operating income has already exceeded the full-year projection. Finally, the Eliminations and Unallocated figures were less than expected due to the streamlining of several initiatives. 3/12

Unit Sales in the First-Half of the Fiscal Year 2009 (April 1, 2009 through September 30, 2009) DQIX 4 million units (Japan) Batman: Arkham Asylum 2.63 million units (North America:1.54 million, Europe: 1.09 million units) KINGDOM HEARTS 358/2 1.22 million units (Japan: 0.53 million, North America: 0.59 million, Europe: 0.1 million units) DISSIDIA FINAL FANTASY 0.72 million units (North America: 0.36 million, Europe: 0.36 million units) MINI NINJAS 0.6 million units (North America: 0.25million, Europe: 0.35 million units) 5 SQUARE ENIX HOLDINGS CO., LTD. This slide shows unit sales of games by region. The figures are full-year unit totals starting with the fiscal year ended March 2004, when Square Enix was established. Full-year unit sales are projected to rise substantially in North America and Europe in the fiscal year ending March 2010, reflecting the acquisition of Eidos in addition to the Japanese launch of the key title Dragon Quest IX. Up through the previous fiscal year, our global sales capability had been approximately 15 million units. However, as can be seen, the full-year forecast for the current fiscal year is 26 million units, with actual unit sales in the first half already totaling 12,070,000 units. With current market conditions proving quite severe, and continuing pressure to cut product prices, we must first work towards increasing unit sales numbers. Comparing current unit sales numbers with those prior to the acquisition of Eidos, we believe that our capability has stabilized. Major Title Lineup from Oct. through Dec. 2009 Title Regions Platforms FINAL FANTASY CRYSTAL CHRONICLES THE CRYSTAL BEARERS (As of November 5, 2009) Japan North America Release Date (Scheduled) Nov. 12 (JPN) Dec. 26 (N.A.) ASSASSIN S CREED II Japan PS3/X360 Dec. 3 CALL OF DUTY MODERN WARFARE 2 Japan PS3/X360 Dec. 10 FINAL FANTASY XIII Japan PS3 Dec. 17 KINGDOM HEARTS 358/2 Days Europe DS Oct. 9 HIKARI NO 4 SENSHI - FINAL FANTASY GAIDEN- Japan DS Oct. 29 DISSIDIA FINAL FANTASY UNIVERSAL TUNING Japan PSP Nov. 1 6 SQUARE ENIX HOLDINGS CO., LTD. Wii This slide shows the lineup of major titles to be released from October to December. During this period, FINAL FANTASY CRYSTAL CHRONICLES THE CRYSTAL BEARERS will be released in Japan and the United States, while the Japanese version of FINAL FANTASY XIII is scheduled for launch on December 17. Also, as has been mentioned since last year, we are continuing to sell titles from large overseas publishers, tapping our sales capabilities in Japan. We have begun releasing several major titles, and plan to release ASSASSIN S CREED II from Ubisoft Entertainment and 4/12

CALL OF DUTY MODERN WARFARE 2 from Activision Blizzard in December. We believe the quality of these titles is very high, and intend to focus our efforts on re-inspiring hard-core gamers in Japan through our promotion. These are the four major game console titles scheduled for release in October through December. For handheld consoles, KINGDOM HEARTS 358/2 Days, released in Japan and the United States during the first half, will be available in Europe in October. HIKARI NO 4 SENSHI-FINAL FANTASY GAIDEN- and DISSIDIA FINAL FANTASY UNIVERSAL TUNING are also due for release in Japan later this year. While other titles are also planned, the previously mentioned seven form the main constituents of our lineup. As for our lineup for January through March, we are currently finalizing release dates, and therefore cannot yet provide any definite announcements at this time. The adjustments we are implementing at the moment mainly involve North American and European releases. Regardless of possible changes in the lineup, we believe we are on track to fulfill our full-year income plan. 5/12

Reference: Domestic Sales of FF and Accumulated Number of Consoles Sold FINAL FANTASY X(PS2) Millions of Units: Sell-through FFX PS2 Units of sales 2.3 Number of Consoles (End of Jun. 2001) 4.7 From release date (Jul. 2001) to Oct. 2001 [Release month + 3 months] FINAL FANTASY XII (PS2) Millions of Units: Sell-through Units of sales FFXII 2.2 PS2 Number of Consoles (End of Feb. 2006) 18.9 From release date (Mar. 2006) to Jun. 2006 [Release month + 3 months] Source: Media Create *Latest Accumulated Number of Consoles (PS3, Xbox360)Sold: (Units: Millions) Europe, Japan USA Total others PS3 3.8 9.9 12.0 25.7 Xbox360 1.2 18.8 12.8 32.8 Source: VGChartz 7 SQUARE ENIX HOLDINGS CO., LTD. FINAL FANTASY XIII (FFXIII) is scheduled for release on the PS3 and Xbox 360 in North America and Europe, while only on the PS3 in Japan. For this reason, some people have predicted that unit sales for the title will be lower than those for previous titles in the series. Records tell us that cumulative sales for the PlayStation2 console numbered 4.7 million units when FINAL FANTASY X (FFX) was released in 2002. FFX went on to sell 2.3 million units in the three months following its release. Comparatively, cumulative sales of PlayStation2 consoles numbered 18.9 million units when FINAL FANTASY XII (FFXII) was released in 2006. When disseminating these figures, we must take into account the launch of a thin PlayStation2 console in 2004, in addition to several significant price cuts during this four year period. From this we can devise that this number of 18.9 million did not represent the number of unique users, since certain users myself included had already purchased two or even three consoles. Currently, cumulative sales of PS3 consoles in Japan are said to be 3.8 million--well below the figure for PlayStation2 consoles at the time FFX was released. However, since PS3 unit sales are on the rise, we are looking forward to seeing how many units will be sold by the time FFXIII is released in December. Additionally, we are planning hardware/software bundles and other sales strategies to coincide with the game s launch. Conversely, in North America and Europe, where FFXIII is scheduled for release on both the PS3 and Xbox360, the cumulative sales figures for the two 6/12

487 413 349 296 250 240 257 204 186 211 224 220 199 223 219 196 683 703 678 573 consoles is already sizable, estimated at somewhere between 20 and 30 million. And, since the hardware in both regions has only experienced one major price cut, it is safe to assume that the number of PS3 and Xbox consoles is comparable to the number of unique users. Please note, however, that this simply a rough overview of current sales trends. At the time of the console s release, some said that it would be difficult to sell FFX on the PlayStation2, but fortunately, we were able to succeed in our endeavors. I believe that the current situation with FFXIII is similar, and I am pleased to report that the present number of orders received for the game is anything but disappointing. Amusement: Current Market Condition (JPY bn) 1,000 900 800 700 600 500 Video Games Prize Games 400 300 200 331 336 352 300 100 Creating Brand-new Machines Card Games (attracting casual gamers, etc.) Photo Sticker Booths 198 178 181 187 155 143 141 624 642 643 629 620 638 649 580 596 590 606 561 Estimated Market Size Coin-Operated Game Machine Sales Arcade Facility Operation 0 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 01 02 03 04 05 06 07 08 Source: White Paper of Leisure 2009 (Until FY92, operation only; CY, JAMMA, AOU, NSA (from FY93: FY08 = FY2009.3) 8 SQUARE ENIX HOLDINGS CO., LTD. I understand that trends in the Amusement segment are cyclical, with each ten-year cycle consisting of an upward trend and a downward trend both lasting five years. In this chart, the orange portion shows sales from arcade facility operations, while the blue indicates sales of coin-operated game machines. When the percentage of sales from facility operations used for the purchase of amusement game machines exceeds 30%, the market enters a cautionary zone. From here, market size gradually declines until it bottoms out when the percentage falls close to the 20% range, and then, the next cycle begins. However, the market does not automatically return to an uptrend without some initiatives being taken, and over the years, there have always been innovations that help continue to draw customers into amusement arcades. 7/12

In the 1980s, a time when home game consoles were first introduced, it was said that amusement arcades were doomed to extinction. As it turned out, the advent of home game consoles had quite the opposite effect, with console video games ultimately contributing to arcade growth in Japan. The number of customers for both home game consoles and game machines in arcades increased, and both markets expanded. It was also during this period that skill crane games won recognition as arcade games, and the number of what we now refer to as gamers sharply increased. When the market entered a temporary lull in the early 1990s, photo sticker booths provided a boost. The booths attracted junior high and high school girls, who had not previously been customers of amusement arcades, and helped sustain the market. After 2000, the market expanded as the average amount of money spent by core users of satellite-type card games and children s card games rose. It was also influenced by game machines being installed in shopping malls, which ultimately led to an increase in family and child customers. However, the market began to decline again from around 2007, reflecting excess investment. We expect that over the next 12 to 18 months, the market will contract and some of its participants will withdraw from the fray. However, we believe that we will be able to move towards recovery if we can correctly identify new customer types which can be effectively attracted to amusement arcades. 8/12

Amusement: Promotion of Efficiency Stores Investments Rents Closed 21 unprofitable stores Opened 13 new stores 138 directly-managed stores at the end of Sept. 2009 Reduced investments in arcade machines First-half of this fiscal year: 2.1 bn First-half of previous fiscal year: 8.1 bn * Investments in arcade machines by Taito stores Reduced fixed cost by negotiating rents and other terms thoroughly (Succeeded in reducing approximately 0.6 bn/yr as a result of tough negotiations for the last 1.5 years) 9 SQUARE ENIX HOLDINGS CO., LTD. Based on our understanding of the operating environment just described, our Amusement segment will continue to focus on streamlining. We are currently pursuing a scrap-and-build strategy, and have already closed 21 arcades, while opening 13 more. We will continue to close arcades, but have not ruled out opening new ones if the situation is deemed advantageous. As we have mentioned previously, we are also increasing the number of arcades using the TAITO name, including not only our own but also franchise and rental outlets. Currently, we are experiencing unusual circumstances in which investments in arcade machines account for 30% or more of sales, thus causing the need to ease the pace of investment. Though this situation poses a challenge for our machine manufacturing segment, we are forced to put a limit on the amount of money spent here. We are also continuing low-key efforts to cut rent, and we are prepared to close arcades if negotiations break down. After annualizing reductions in rent for the previous fiscal year and for the first half under review, it can be seen that we have achieved savings of about 0.6 billion yen. In the future, we will continue to seek further cuts. And naturally, while we continue making preparations for future innovations, we believe we need to focus on streamlining to ensure that we are still a player in the market after 12 or 18 months, or however long it takes this severe business environment to recover. As I said earlier, our performance was very good in the 9/12

Mobile Phone Content, Publication, and Merchandising segments, and thus I have no additional topics to discuss regarding these fields. Optimization of Human Resources to Strengthen and Energize Organization Number of personnel in the Group at the end of Mar. 2009 (Including Eidos personnel at the end of Mar. 2009, before acquisition) 3,805 By the end of this fiscal year Estimated to decrease by 10-15% 10 SQUARE ENIX HOLDINGS CO., LTD. Given the solid progress shown in our earnings plan for the current fiscal year, we are taking steps to maximize workforce efficiency to strengthen our organization. The combined number of regular and contract employees in the Square Enix Group and the Eidos Group prior to the Eidos acquisition at the end of March 2009 was 3,805. We expect to reduce the Group headcount by 10 to 15%, with similar percentage reductions within Square Enix in Japan, TAITO, and Eidos North American and European locations. Since we are continuing to hire new employees, including experienced workers, a net decrease of 10 to 15% ultimately represents a significant change in the current workforce of the Group. The allowance for additional retirement benefits granted in conjunction with early retirement only pertains to regular employees in Japan. Due to this, the total Group workforce reduction cannot be calculated 10/12

simply by looking at the allowance total. Please note that we are not in a position to reveal the number of employees to be reduced by area or by job type. What I can tell you is that we expect to downsize the Group s workforce by 10 to 15%, as an initiative to energize the organization. Reference: Consolidated Projections This slide shows projections for the current fiscal year. 11 SQUARE ENIX HOLDINGS CO., LTD. The major factor for changes in the balance sheet from the end of the previous fiscal year was the consolidation of Eidos, as explained in the results briefing for the first quarter. Thus I shall omit my explanation of the individual items listed here. Current results are in line with those numbers forecasted at the beginning of the fiscal year. We expect that results for the full year will be largely in line with that plan. By making the decision to begin the streamlining of our organization while results are favorable, we expect success in reducing our workforce by 10 to 15% by the end of the current fiscal year. 11/12

Reference: Consolidated Full-Year Projections by Segment 12 SQUARE ENIX HOLDINGS CO., LTD. Results Briefing Session The First-Half of the Fiscal Year ending March 31, 2010 This concludes my explanation of the results for the first half of the fiscal year. November 5, 2009 13 SQUARE ENIX HOLDINGS CO., LTD. 12/12