Posts Tagged ‘EA’

Battlefield Play4Free Officially Released

Monday, April 4th, 2011

Battlefield Play 4 Free

Starting its press beta just a month back, this more realistic version of Battlefield Heroes has been officially released to the public. No open beta, but the game is fully released today.

This browser-based FPS doesn’t cost anything to play, but you can purchase in-game items to improve your game experience. Announced about this time last year, the title will receive many updates over the course of time as long as people continue to play the game.

Enough delay, check out the official release trailer below and get to playing:

Crackdown 2, Heavy Rain & BFBC2 Getting Demos

Thursday, January 21st, 2010

Demos, Betas and Game Testing; OH MY!

Before games come out, gamers like to test out a game so they can know if they are going to make their $60 purchase a worthy or not worthy choice. Back before this generation of gaming, we used to go to game stores to pick up demo discs but now we down load betas or demos directly to our consoles hard-drive.

DICE earlier this month announced a public PC beta for Battlefield: Bad Company 2, but what about the console gamers? Unconfirmed, Game.Co.UK has created a rumor that there will be a demo coming out on February 4th for Xbox Live and Playstation Network. While the game’s original release date was December 31st 2009, the release month is March 2010.

Can this Cinematic Game become Greater than 'Indigo Prophecy'?

Back in 2005, one of the most cinematic games of all-time was released to the Playstation 2, Xbox and PC. This game was Indigo Prophecy, but now the question lairs in possibly legacy:  can this cinematic game attain the mass audience that Indigo Prophecy was unable to achieve on a single platform?

Aimed for an European audience, Heavy Rain will continue the story of the Origami Killer but instead of continue previous character’s stories, Quantic Dream has brought the Origami Killer to new victims. Just announced today via VG247.com, the demo will be released February 11st exclusively to the Playstation Network. While the game is released just two weeks later, this will be perfect timing to give gamers a proper teaser to the title. The game has already recieved a 9/10 review, and a sequel is doubtful.

Quantic Dreams will be relaunching their website a few days before the title is released to the masses. With this being the second title in the ‘Origami Killer’ universe, I have my doubts this will be the last game that you’ll see this infamous and mysterious villian. Until Heavy Rain is released, you can always get your fingers ready by going through the original title.

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EA Sets Stage for World Domination With RISK: Factions for XBLA

Wednesday, January 13th, 2010

Now taking over the world through your Xbox 360s!

Being a fan of the original board game, I was extremely happy to hear about a RISK title being released for this current generation of consoles. Unfortunately, I remember as well the terrible iterations of electronic versions being put out on the PC during the 90′s and the PS2 version, Global Domination, that just drove me insane. Please EA, don’t screw up this version! (Press Release)

Globally Popular, Strategic Game of Conquest in Development for Xbox LIVE Arcade

REDWOOD CITY, Calif.–(BUSINESS WIRE)–The EA Play Label of Electronic Arts Inc. (NASDAQ:ERTS) today announced that it is bringing Hasbro’s (NYSE:HAS) globally popular strategy game, RISK, to Xbox LIVE® Arcade (XBLA) in early 2010. Featuring outlandish factions, a unique art style, new gameplay twists and off-beat humor, RISK: Factions promises to challenge and captivate both new and seasoned RISK fans on their quest for world domination.

“For the past half-century, millions of RISK fans have been consumed with ruling the world, underscoring the board game’s enduring appeal,” said Chip Lange, Senior Vice President and General Manager of EA’s Hasbro Division. “We’re now going to bring that masterpiece experience to life and add other amazing layers of XBLA-style gameplay that will take conquests to a new level, including the ability to battle players from around the globe for the first time, truly giving new meaning to the phrase ‘world domination’.”

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Spielberg says were going virtual.

Wednesday, May 20th, 2009
EA's BOOM BLOX

EA's BOOM BLOX

(EuroGamer) – Film director Steven Spielberg has said that traditional gaming platforms will cease to exist and that 3D gaming and virtual reality will be the “new platform for our gaming future”.

Speaking to The Guardian, Spielberg said that, just like the old “videogame parlours”, consoles and other gaming equipment will go “the way of the Dodo bird”.

“Now we’re all playing at home and someday we’ll be playing directly on our TV sets, bypassing all of the platforms,” he said.

The veteran director, who just finished work on his second Boom Blox game with EA, also talked about his expectations about the future.

“In the short term I would love to start seeing 3D games developed where with a good pair of glasses we get a real three-dimensional experience in front of an appropriate monitor that is designed just for 3D,” he said.

“And after that, will certainly be virtual reality, which just like 3D came and went in the 1950s, and now it’s here to stay in movies.

“I really think virtual reality, which experimentally came and went in the eighties, is going to be redeveloped, just like 3D is being redeveloped today, and that’s going to be the new platform for our gaming future.”

Elsewhere in the interview, Spielberg said he was “a PC game player more than anything else”, but said he also played on PS3 and Xbox 360.

“I get more into the microphysics of gaming, especially on the PC. I’m closer to the screen, I look for detail, I notice things more easily. The Wii platform which I adore is more of a macro experience, you know.”

EA gets it’s knuckles dirty.

Tuesday, April 14th, 2009
Bottle opener? Paperweight? Tooth Remover!

Bottle opener? Paperweight? Tooth Remover!


As we storm the conventions in Texas and beyond, the Busy Gamer Reckon Crew has a formidable reputation of throwing swag and promos at all of our readers and fanbase (well, primarily the Gamette’s fanbase). From our ever so popular beer koozies, to “chick” magnets starring our stunning gamettes, glossies of the girls, to happening gamer buttons for your punk rock denim jacket. What we havent thought of is tossing a few weapons with our logo screened all over it at our Busy Gamer Army. Great idea? If we were “made” men then I’d think so, as long as they were not our enemies anyhow.

With that in mind…

Some are saying Electronic Arts went a bit above and beyond their advertising limits by sending out a set of “brass knuckles” to their video game journalists with other goodies like a cigar, a silk hanky and a book of matches. This nifty grab bag was to promote the launch of EA’s new title, ‘Godfather II’, a Grand Theft Auto – style adventure based on the famous movie.

The item in question, the ‘big knucks’, are considered to be illegal in many states and can carry stiff penalities, thus making the people sending the weapon in the mail looking at possible criminal charges.

From what we hear, the publisher began a flurry of ‘hush-hush’ phone calls to arrange the return of the weapons, and of course EA declined to comment beyond expressing a desire to assist journalists in proper disposal of the items.

Wish we would of gotten a set. It’d have made a nice paperweight. Maybe they should of thought about that too.

[Source]

-Crutchboy Out

Will Wright leaves EA for some Stupid Fun.

Wednesday, April 8th, 2009

www.stupidfunclub.com

www.stupidfunclub.com


(Newsweek) – Will Wright and his buddies are terrorizing the city of Berkeley again. They walk down University Avenue, sending their 250-pound “Reality Robot” into cafes, art stores and shopping centers. The robot is, frankly, deranged. Equipped with a microphone, speakers and artificial-intelligence software running off a 1-gigahertz IBM ThinkPad, it’s just babbling things like “I feel your pain” and “I like to drink beer.”

But demonstrating the robot’s nascent intelligence isn’t the point of this afternoon’s adventure. On one level, this is a TV pilot–the crew is videotaping the endeavor, perhaps for pitching as a reality-TV show (“When Good Robots Go Bad”?). But the real goal, explains Wright, designer of the computer games The Sims and SimCity, is to gauge people’s reaction to an alien, mechanical intelligence in their midst. “This is meant to be an experimental tool to uncover aspects of human psychology,” he says. And in that respect, the escapade is a success. One man in the cafe wants to behead the robot for blocking his way; a woman suggests the robot wear female clothes. Later, a grandmother asks to have her photo taken with the robot, and when the photographer begins shooting, she starts muttering, “Sexy, sexy, sexy.”

So what’s the guy behind two of the most popular videogames ever doing on the streets of Berkeley, Calif., when he should be furiously working toward the December launch of the hotly anticipated The Sims Online? This is the 42-year-old Wright’s other project, an unbridled creative collective called the Stupid Fun Club, which occupies a 3,800-square-foot warehouse along the Amtrak train tracks in Berkeley. The club, which is funded entirely by Wright and has two full-time employees and a small army of part-timers, falls somewhere between a think tank and an incubator for wildly innovative TV ideas. The concepts are eccentric, genre-busting–and all focused on Wright’s first love: robots. And if the reactions of TV execs are any indication, the Stupid Fun Club could be the vehicle that finally takes Will Wright, the Cecil B. DeMille of the videogame world, to Hollywood.

Wright has a long history of following his curiosity and swimming against the tide, with consistently successful results. As a novice designer of videogame shoot-’em-ups in the 1980s, he spent two years trying to sell the idea for SimCity, a player-controlled simulation of a dynamic metropolis. In 1987 he hooked up with entrepreneur Jeff Braun to form Maxis Studios and produce the game. More than 18 million copies of SimCity and its sequels have since been sold. Throughout the ’90s Wright moved on to his next big idea: The Sims, a living-room simulation where players control avatars who do exciting virtual things like… clean the floor and take showers. Focus groups and even his own colleagues didn’t get it. But The Sims and its many add-ons are now the best-selling PC videogame franchise in history.

Wright’s earliest passion was building machines, not software. A fixation on creating model ships and airplanes during his childhood in Georgia led to building mechanical creatures like Mr. Rogers, a three-wheeled robot with ultrasonic sensors that traveled around Wright’s house mapping the rooms and radioing readings back to his Apple II. The point of his robot building, like his games, explains Wright, is to watch how people identify with and humanize his artificial creations, and then test how far those perceptions can be stretched. “Will has an interest in things that test people’s tolerance,” says a friend of his, artist Marc Thorpe. “He has an amazing appetite for understanding the human condition.”

Check out Will Wrights new project at www.stupidfunclub.com.










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