Posts tagged Electronic Arts
Madden NFL 08 DVD
Oct 20th
Why just watch NFL football on TV when you can take an active role in the game with Madden NFL 08 by Electronic Arts. Madden NFL 08 lets you control the running game like never before. Step up as the lead blocker to create a hole, then take control of the tailback and smash through, overpower, or slash away from would-be tacklers as you fight for every yard. Innovative rushing controls give you a game-breaking ground attack featuring all-new jukes, cutbacks, and the distinct runnin (more…)
Pandemic on building Saboteur franchise
Jul 25th
Q&A: Production chief Greg Borrud says to expect at least one game from his studio every year, doing six games concurrently between LA, Australia studio was “too much.”

Earlier this week, Electronic Arts and Pandemic Studios announced that The Saboteur will arrive for the Xbox 360, PlayStation 3, and PC on December 8. The occasion was momentous, considering the game was officially announced in March 2007, more than six months before EA purchased the Pandemic/BioWare alliance for a heady $860 million in October of that same year.
However, gamers may be understandably cautious on Pandemic’s last effort, given the studio’s recent track record. Having built its name on such critically lauded titles as the original Mercenaries and Star Wars: Battlefront II, Pandemic’s most recent two efforts–Mercenaries 2: World in Flames and The Lord of the Rings: Conquest–were both roundly drubbed by reviewers.
GameSpot recently spoke with Greg Borrud, chief production officer at Pandemic Studios, to discuss what lessons the developer learned from its previous two games, as well as why the post-Black Friday launch presents a unique opportunity for The Saboteur.
Saying that The Saboteur has the potential to be Pandemic’s best game to date, Borrud notes that the game has been built as a franchise primed for sequels. Borrud also addressed Pandemic’s role in the EA ecosystem, saying that his studio will be shipping at least one game every year “for the foreseeable future.”
GameSpot: You guys are coming off of two games that didn’t hit EA’s 80 percent Metacritic benchmark; Mercenaries 2 scored an average of 72 and Lord of the Rings: Conquest averaged a 55. What went wrong with those games, and how did you apply those lessons to Saboteur?
Greg Borrud: Not only did those games not hit EA’s benchmarks, but they didn’t hit Pandemic’s benchmarks. Those were absolutely real learning experiences for us as our first next-gen titles. Especially as it relates to Mercs 2, open-world next gen is a challenging thing, it’s a tough type of game to make.
What we’ve done here is we’ve made sure that we’ve taken the time to get it right. We’ve pushed this game out
many,
many times, and EA will attest to the fact that we’ve pushed this game out many times, specifically to make sure we have the opportunity to get it right. Not only take the time to really polish it up and make it a great experience, but also to take the time to get all the bugs out of it as well. Mercs 2 is a great game, and we’re very proud of it, but it probably needed a few more months to get all the bugs out of it, and that’s what we’re making sure to do this time around.
We’ve learned quite a bit from our previous two games, and we’re confident that we’re returning to the types of games that gamers expect from Pandemic Studios.
GS: Pandemic has done a good mix of licensed and original games, with Battlefront and Conquest on one hand and Mercenaries and Saboteur on the other. How are the two different, in terms of development, and which does the Pandemic team prefer?
GB: We’ve always tried to have a very balanced portfolio. We enjoy doing licensed IP, and obviously, if you’re going to be doing licensed IP, there’s none better than Star Wars and Lord of the Rings–two of the greatest IPs of all time, and we were thrilled to work with that. Something else we take very seriously is creating new original IP. Full Spectrum Warrior, Destroy All Humans, Mercenaries, these are games that we created, and there’s something really special about creating something from scratch and seeing it out there, and then being able to sequel and really grow a franchise from scratch. I think that’s where Saboteur falls, an IP that we’ve been working on a very long time, probably five years now that we’ve been really working on this product.
I wouldn’t say we have a preference one way or another. It depends on the title and if we feel like we’ve got the right brand and the right IP and the right gameplay, we’d be excited to be working on it. So we loved to work on the Lord of the Rings and Star Wars games, but obviously, there’s something very special about working on licensed IP.
GS: Would you consider one to be more difficult than the other?
GB: Yeah, original IP is definitely more of a challenge because when you think of the risks that you’re taking when you’re creating an entire world alongside of new gameplay and often a new technology, it does add another layer of complexity. That being said, you’re also not constrained by the IP at all. So there are pros and cons to it, but generally, there’s a lot more that goes into making an original IP game as opposed to a licensed IP game–and probably why Saboteur’s taken us around five years to make.
GS: Right, and it’s finally coming out. You all announced the December 8 release date earlier this week. So, I interviewed Frank Gibeau during E3, and he spoke a length about the need for caution in launching new IPs during the holiday window. Specifically, he said that he thinks Mirror’s Edge may have fared better if it would have launched in a different window. How do you feel about having Saboteur launch during the holidays?
GB: It’s different for each game, and each game needs to find its own unique window. We see Saboteur as a big, blockbuster product. It’s not a niche game, it’s not an experiment, or anything like that. It’s meant for a very mainstream, very blockbuster audience. There’s really no better time to ship a game like that than at Christmas. And we do think that you can do very well at Christmas with original IP games, if it’s the right kind of game and it’s positioned well and it’s something that the mass-market consumers really want, where it can rise above the noise.
Something like [Ubisoft's] Assassin’s Creed, obviously. A game that’s very similar to what we’re doing in terms of a very unique, open-world game, which did incredibly well a couple of Christmases ago. So, we think it depends on the game. I think as a general rule, launching original IP up against massive, massive sequels is a challenge, but if you’ve got the right IP and you’ve got the right timing, I think you can be successful. And that’s our hope with Saboteur. We think shipping Saboteur at Christmas is the right move, it hits the right audience, and gives it the best chance of being successful.
GS: What are you guys doing, specifically, to help it rise above the noise that you mentioned?
GB: We’re getting out there a lot. We’re going to be here at Comic-Con this week, our PR team has set us up on world tours, and I think over the next three to four months, we’ll be talking a lot more about this game. Honestly, we’ve hardly shown anything of the game at this point. The game is so big, it’s so broad, there’s so much to talk about, that we’ve got a lot more that we’re going to be revealing over the next four or five months as we lead up to launch. You’re going to be seeing a lot more of the game, we’re actually giving our first hands-on of the game down at Comic-Con to the general public, so we encourage people if they’re down at Comic-Con to come by the EA booth and get on it and play the game for the first time.
Another thing is the window we’ve chosen is a unique one. For some reason, holiday games all ship before Thanksgiving, so we expect October and November are going to be incredibly noisy, and there’s going to be a lot going on. But once Thanksgiving hits, no one wants to ship in that window. And I understand, Thanksgiving weekend is the big weekend, but after that it just drops off, and it’s silent, and usually there’s no launches at that time. So we think we’re uniquely positioned to still hit the Christmas market, and yet to come out where we’ll be one of the only things shipping at this time. We’re really excited about this ship window; we think it’s the right one for Saboteur.
GS: As a bit of a hypothetical, if Saboteur does get lost in the holiday shuffle, what options do Pandemic and EA have for bringing attention to it postlaunch?
GB: There’s a lot of things that the marketing and sales people can do, a lot of tools they’ve got to be able to do that. Honestly, from our perspective, our number one focus is making sure that it’s a high-quality game. We think that if we get the highest quality game out there possible, and we believe we can, we really do think we’re working on what has the potential to be the best game that Pandemic’s ever shipped. If we can do that, we believe the audience is going to be there.
If it doesn’t do the blockbuster numbers on day one, if it’s a quality game, I do think that it will continue to sell over time. And that’s really our focus from a development standpoint. We can’t have too much impact on what people are going to buy and what other people aren’t going to buy, but we can impact the quality of the game, that’s where the entirety of our focus is.
GS: How have things changed leading up to launch, given the overarching financial climate? What new considerations are there, as opposed to launching during more of a boom time?
GB: Yeah, I think a lot of those considerations have happened at more of a senior level at EA. They have reduced the number of games that are in development. One thing that you get out of that, though, is that the ones they are shipping, you know have the EA stamp of approval and quality, and this is a game that EA is really willing to back. So I think that’s really where more of the change has happened–less games in development, less games being put out, and more focus on quality. As you’ve heard [EA CEO] John Riccitiello, and Frank, and really everyone at EA is very focused on quality and having less but much bigger, higher quality launches every year.
I think that’s really where the economic downturn has changed the games industry. From the gamer perspective, it’s still a very positive thing. If anything, it’s a better thing. The games that are going to be coming out, especially from EA, they can pretty much know that the time and effort has been put in to make the highest quality game possible.
GS: So, Pandemic has this coming out in December. I assume there will be downloadable content sometime thereafter?
GB: Unfortunately, we’re not in a position to be able to talk about DLC right now. We’ve got a lot that we’re working on at Pandemic; Saboteur’s not the only thing. And we’re going to be announcing our other plans for this product in the future. But we don’t have anything to talk about in regard to DLC yet.
GS: How many games do you think Pandemic can have going at once?
GB: We certainly have multiple teams here, so we have the ability to work on multiple games at a time. We started with two games as a company 11 years ago, and that was Battlezone and Dark Reign. We’ve always been a multiple-team company, we’re still a multiple-team company. We have the ability to ship multiple games every year. Obviously, with a much stronger emphasis on quality and really pushing the overall polished experience, we’re going to be shipping less games a year than we have in the past. But we’ll be shipping at least a game every year, and sometimes more than one game every year into the foreseeable future, with just an emphasis on a much higher quality experience.
GS: Do you feel like there’s a sweet spot for how many games you can be developing concurrently?
GB: I think, honestly, I can say we probably went too much, so we have backed down from where we were. We had six games in development between our two studios in Los Angeles and Australia. [Editor's note: Pandemic's Australian studio was reportedly closed in January.] So we’ve seen the full spectrum, and we’ve settled into somewhere in the middle in a nice sweet spot that feels very good right now.
GS: How much leeway does Pandemic have in determining its next project, operating as it does as a studio owned by EA?
GB: We have a pretty good amount of leeway at EA. We work very closely with our marketing teams and obviously the sales teams as we’re developing new ideas. There are several checkpoints along the way, where we go and talk to the people at EA and say this is what we’re proposing. And we’ll get their feedback and we’ll calibrate accordingly and we’ll go forward. But honestly, they’ve been great and given us a lot of freedom and a lot of flexibility to develop the projects that we’re passionate about.
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What is a Slash Version of a Retro Ibm-pc Game?
Jul 24th
SLASH products have been called a bane to retro PC game collectors, everywhere. They are sometimes presented by eBay sellers (among others) as original software – whether knowingly or unwittingly – and although such titles are not counterfeits, they are worth only a fraction of the price of the original releases. This article contains information to help retro game collectors learn how to avoid purchasing a SLASH title for the price of an original release. HISTORYBased in Minneapolis, the SLASH Corporation was a game company which repackaged and resold classic 1980s PC titles from such companies as Sierra On-Line, LucasArts Entertainment, Electronic Arts, The Software Toolworks, and others. Its President (founder?) was Charles F. Bond, and it existed as an independent company from 1991 to 1995. In June of 1996, GT Interactive Software Corp purchased SLASH, and reintroduced it as part of their Value Products Division. Mr. Bond was given a seat on the board of directors and the title of Vice-President, SLASH Division. HOW TO TELL THE DIFFERENCE So how can a collector of classic games distinguish between an original PC game and a re-published SLASH version? Well, this guide would be fairly pointless f it couldn’t answer this question, wouldn’t it! In fact, there are FIVE (5) distinguishing features of a SLASH product. (Note: not all characteristics will be common to every game; some will have one or two features from this list, some more, some all. ) The Box The Label The Box Cover Art The Diskettes Manuals & Other Documentation 1. The Box: SLASH re-releases come in cheap, white, one-piece cardboard boxes with flapped openings on either end. Original releases are usually come in higher grade cardboard boxes, often with the company logo affixed in some way upon them. 2. The Label: Most system requirements labels for older games were affixed onto the box or slipcover casing AFTER it had been manufactured. This permitted companies to use the same box for different platforms (such as MS-DOS, Apple II or Macintosh). SLASH re-releases have their labels as part of the box itself. Further, SLASH re-releases often use black lettering on white labels, whereas original releases will have color within the label or graphic images (such as the company logo). For those SLASH re-releases that use the original system requirements box on the cover, and not the white background/black print, the lettering is difficult to read. The reason is: 3. The Cover Art: Original releases often have crisp, breathtaking covers. Due to the inferior quality of computer graphics of the day, covers were not of game images, but of conceptual art. A SLASH re-release uses those same covers, but since they are reprints of scanned images, the quality is somewhat poor. SLASH covers seem out-of-focus, fuzzy and difficult to read the printing. Often, the black print/white label stands in stark contrast to the cover image, appearing to have been placed over the original release cover, scanned in, and then reprinted. 4. The Diskettes: The 3. 5″ and/or 5. 25″ disks found in original PC game releases usually have color labels, company logos or graphic art. SLASH re-releases use plain black lettering on a white label. 5. Manuals & Other Documentation: SLASH re-releases use photocopies of the original game documents, printed in monochrome on cheap paper, clearly in an effort to keep the cost of their reproduction as low as possible. No special brochures, high-quality glossy covers, or any other extras that the original PC game releases used! One last thought: if your goal is to play one of these classic games, a SLASH re-release is one of the least expensive methods of acquiring a physical copy of it. Don’t forget that your new computer may not be able to play those ancient games, though!
Littlest Pet Shop: Online First Impressions
Jul 23rd
These cute little critters go online in EA/Hasbro’s upcoming free-to-play PC game.
It’s hard to ignore adorable virtual pets, with their big innocent eyes and abnormally large heads. At least, that’s what we thought to ourselves when we were at the Electronic Arts press event in San Diego. Littlest Pet Shop: Online is a virtual world in which young girls between the ages of six to 12 can mingle, play games and collect a wide range of items.
Who’s Making This Game: The Littlest Pet Shop brand belongs to EA and it looks like they will continue to expand, given that more than 2 million girls were playing last year’s Littlest Pet Shop.
What The Game Looks Like: The game is cartoony, cute and has a lot of pastel colors. It’s visually pleasing and quite charming, especially with areas called “Waggington” or “Pawtopia.”
What There Is To Do: LPS will be in open beta, beginning August 1. That is also the date when retail stores will also carry LPS stuffed animals, which you can buy and then bring them into your online virtual community by entering a code attached to the toy. Once you have your virtual pet, you can play minigames that are located throughout the town and talk to non-player characters to learn more about what to do. You’ll earn kibble coins, the in-game currency, when you play the different minigames.
You can access a restricted chat, which will have pre-set phrases, or use free text, which will be moderated to keep the environment safe for kids. Friend requests must be approved before you can add someone to your list. As you go on adventures and collect stuff, you can compile it all into a colorful scrapbook and eventually share with friends. The sharing feature will not be available at launch, but will be included at a later time.
How The Game Is Played: Using the mouse, you’ll control your pet and walk around town, talking to NPCs, accessing minigames and even do some shopping. We watched a demo of Low Tide Treasures, a tile-matching game which is similar to the Pogo game Mahjong Safari. Your controls are handled with a mouse, so it’s relatively straight forward to move around and click. There are three difficulty settings when you initially choose a game, but your character will level as you play, so that the games get progressively harder. This is to accommodate the fact that a wide age range will be playing.
What They Say: The web-based Littlest Pet Shop world is a girl’s gateway to fun and exciting online games and tons of activities, tools to customize and play with her favorite Littlest Pet Shop pets, and daily events to connect with friends and make new ones too.
What We Say: It’s difficult to ignore that this brand is growing at an extremely rapid pace. The video game series has sold more than 2 million copies since last October. It’s free-to-play on the PC, but if you pay a premium (which hasn’t been announced) you’ll have access to more features and the ability to use your kibble coins to buy clothing, food and accessories. Littlest Pet Shop: Online will be available to play mid-September.
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Exclusive: The Sims 3 Breaks 800K, Tops U.S PC Game Sales In June (The Sims 3)
Jul 22nd

Gamasutra can reveal that The Sims 3 sold 820,000 copies in the United States in June, topping sales charts across all platforms for the month, according to information provided by NPD.
The PC title, developed by Electronic Arts’ Redwood Shores studio as the latest in the Will Wright-conceived life sim series, is already one of the overall top-selling games released in 2009 for any format, based on information about console game sales published this week and also provided to Gamasutra by NPD.
Direct comparisons to early sales of 2004 predecessor The Sims 2 are difficult; that game sold over 1 million units in its first 10 days internationally, with fewer than half of those sales said to be in the US. The Sims 3 has sold nearly that total number in the US alone, but across a period of a calendar month.
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Visceral execs defect to Activision
Jul 22nd
Sources say Glen Schofield and Michael Condrey have left the studio formerly known as EA Redwood Shores for positions at EA archrival’s new Bay Area studio.

Yesterday, job listings revealed that Activision is building an all-new games studio in the San Francisco Bay Area. Late today came a report that the megapublisher, one half of Activision Blizzard, has successfully wooed two senior developers away from its archrival, Bay Area-headquartered Electronic Arts.
According to sources close to Electronic Arts, this afternoon the staff of Visceral Games were informed that the internal studio, formerly known as EA Redwood Shores, was losing two of its senior members–general manager Glen Schofield and COO Michael Condrey. The pair then reportedly let it be known they were going to work at Activision’s new studio, which remains unnamed.
Schofield is best-known for being the driving force behind Dead Space, which was pitched internally to EA executives by a group of dedicated developers. Most recently, he has been promoting Visceral’s upcoming project, Dante’s Inferno.
As of press time, neither EA nor Activision corporate communications reps had responded to requests for comment. However, a source which wished to remain anonymous told GameSpot that today’s news capped several weeks of rumors of the pair’s departure. These were fueled by intense recruiting by Activision of many staffers at Visceral, which had just been rebranded as EA’s core gamer label earlier this year. “It’s not a very happy day here,” said the source.
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Mass Effect comic in effect Jan. 6
Jul 22nd
BioWare senior writer Mac Walters working with Dark Horse Comics on sequential art edition of sci-fi RPG; story fills in gap between original and upcoming sequel.

BioWare’s Mass Effect has been widely praised for its reaching story, garnering praise enough for ex-Marvel Comics CEO Avi Arad to option the rights to adapt the game into a film last year. As it would turn out, Mass Effect will also be receiving the comics treatment proper. BioWare parent Electronic Arts today announced today the game will be elaborated with a new comic series, with the first issue hitting newsstands on January 6.
In collaboration with Dark Horse Comics, BioWare will create the comic Mass Effect: Redemption, which will bridge the storyline from the end of Mass Effect to the beginning of the upcoming sequel, Mass Effect 2. The first installment of the four-part comic series promises to introduce unseen locations, enemies, and aliens.
The story will be written by BioWare’s lead writer Mac Walters, the scriptwriter behind the second game. Mass Effect: Redemption will be scripted by John Jackson Miller, the writer behind the Knights of the Old Republic comic series, and will be drawn by Omar Francia, who has worked on several issues of Star Wars: Legacy Dark Horse Comics is the publisher for Star Wars both series. Walters and Francia will be at Comic-Con International 2009 in San Diego on July 24 to sign Mass Effect cards.
Dark Horse Comics has adapted previous series into comics, such as Aliens, Star Wars, and Serenity. Mass Effect 2 is expected to arrive during EA’s current fiscal year, which ends March 31, 2010. For more information on the upcoming game, refer to GameSpot’s past coverage and the E3 stage demo video below.
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BattleForge dealing out Renegade Edition August 25
Jul 22nd
On May 26, the online card game BattleForge become free-to-play and instituted a microtransaction system, placing most of its trading cards on its in-game store. Today, publisher Electronic Arts announced that the real-time strategy/card-battle hybrid will now add more than 60 new premium cards under its upcoming Renegade Edition, due out August 25.
The new edition will add “legendary units and monumental buildings” from the Southern Wastes region of Nyn, available through new Renegade Booster Packs ($2.50 each) at the store. The update will also introduce the Bandits and Stonekin factions, along with dual orb cards and special affinities that will enhance combat and strategy. The Renegade Edition is the second major card release in the game, preceded by the 200-card Twilight Edition that came with the game’s launch in March.
Although the Renegade Edition won’t be out for a month, players of the PC-exclusive game will be able to download the new single-player Oracle PVE scenario this week, which is another staggered release of the Renegade campaign’s maps. For more information on BattleForge, check out GameSpot’s previous coverage.
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Battlefield 2 patch v1.50 nearing completion (Battlefield 2)
Jul 20th

Battlefield series’ associate producer, Barrie Tingle has provided an update on the long-awaited v1.50 patch for Battlefield 2 saying an official release is near.
A post on the Electronic Arts Community Forums has an update on the version 1.50 patch for Battlefield 2, which is still in testing despite being first announced over a year ago.
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