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  • 23Jul

    Cool news coming from Comic Con.  I wanted to share this Press Release with you, especially as I know a number of fans are at Comic Con this week.

    ‘Visceral Games and Image Comics have announced the release of an all-new comic based on Dead Space: Extraction. The Dead Space Extraction comic reunites renowned illustrator Ben Templesmith and writer Antony Johnston with the game’s cold and terrifying fiction. This one-time special issue comic follows the successful partnership for last year’s Dead Space comic mini-series.

    The comic will be on store shelves in September 2009 for SRP $3. A limited edition version of the comic featuring exclusive cover art will be available for the special price of $2 at the EA Comic-con booth (#5123). Ben Templesmith and Antony Johnston will be at the booth signing the special issues on Thursday 3-4 PM and Friday – Sunday 1-2 PM. Fans of Dead Space will also be able to purchase other Dead Space merchandise such an Isaac Clarke Unitology figurine, iPhone skins, and Dead Space art books. Players will also have the chance to play the game at the EA booth. The Dead Space Extraction development team is participating in the “Art of Making a Horror Video Game” panel on Friday, July 24th at 6 PM in Room 2.

    “There is so much more to the Dead Space universe than we could ever fit into one game and we’re excited to be working with Image Comics again to extend the story in Dead Space Extraction,” said Steve Papoutsis, executive producer of Dead Space Extraction. “Ben and Antony did such a tremendous job with the original comic, we can’t wait for fans to get their hands on this special issue.”

    Dead Space Extraction is the prequel to the award-winning Dead Space action/horror game. The new Wii exclusive game delivers a carefully crafted first-person experience that sets players on a disturbing adventure made especially more visceral by the innovative Wii controller. The Dead Space Extraction comic picks up the videogame narrative halfway through the game, at a critical juncture in the storyline. The story in the comic presents an alternate perspective on the game’s storyline. In the comic, a group of colonists fight through hordes of horrific necromorphs while searching for a cure to stop a raging noxious infection in space. At the comic’s climax, the colonists encounter the desperate survivors from the videogame, only to realize that the only thing that can save them is right in front of them.

    Ben Templesmith is best known for his work in the American comic book industry – most notably Fell with writer Warren Ellis, published by Image Comics, and 30 Days of Night with writer Steve Niles published by IDW Publishing. Ben has been nominated for multiple Eisner Awards three years in a row for his comic work. Antony Johnston author of thirteen graphic novels, including Stormbreaker and Point Blanc (adapted from Anthony Horowitz’ best-selling Alex Rider novels), The Long Haul, Julius and Three Days in Europe, also wrote the dialog for Dead Space and Dead Space Extraction. He writes two ongoing serials, the sci-fi epic Wasteland and the children’s fantasy Texas Strangers. He also writes novels; his debut Frightening Curves won the 2002 American Independent Publishing Award for Best Horror. His second novel, Stealing Life, was published in 2007’.

    Very cool.  If you are at Comic Con pick up a copy of the comic and let us know what you think.

    EArl

    MegaVent Concept Art 2

    © 2009 Electronic Arts Inc. All rights reserved. All trademarks are the property of their respective owners

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  • 23Jul

    FIFA10 Xavi 2

    Our next blog post comes courtesy of Santiago Jaramillo, Gameplay Producer, FIFA10 – Xbox 360, PS3.  A little background on Santiago.  Originally from Colombia, football has been Santiago’s passion from a very early age. He grew up in Bogota supporting America de Cali and moved to Vancouver after finishing highschool to attend the University of British Columbia. Before coming to EA Sports, Santiago worked for a sports promoting firm in Europe.  His favorite football moment is Colombia’s victory against Argentina 5-0 in 1993 in Buenos Aires during the World Cup qualifying campaign. His favorite player is Gianfranco Zola.  He has been a Gameplay Producer for FIFA NG since December 2007.

    So over to Santiago and how FIFA 10 has listened and delivered on feedback from the fan community.

    Responding to Community Feedback:     Santiago Jaramillo

    Before becoming part of the FIFA Development team, I was a FIFA fan for as long as I can remember. Growing up in Bogota, Colombia, I bought a copy of FIFA 96 when I was about 13 years old, and have played every subsequent title since. Back then I played countless hours of FIFA on the only desktop computer we had at the house. Unfortunately, it was in my sister’s room…I don’t think she likes FIFA very much.

    Each FIFA title has given me innumerable moments of joy and football glory, accompanied by numerous pet peeves that frustrated my gaming experience – I mean, why does my defender stop on through balls? And why does the CPU always score the same goal? And why is it so easy for me to score the same goal over and over again?

    When I joined the FIFA team as a Gameplay Producer for Xbox 360 and PS3 in 2007, I was glad to find out that part of my job consisted of visiting the forums and other online sites in order to find out what was frustrating FIFA gamers around the world. For FIFA 10, making sure we responded to fan feedback was paramount. From fixing bugs and exploits to refining and innovating in response to requests from fans, we have involved the community in our attempt to make the best football game ever.

    The Value of Feedback

    The forums are full of really good ideas and suggestions. The true value of feedback, however, lies not in these original ideas, but rather in helping us realize what the most important things for the community are. In other words, I think we are very good at knowing what is wrong with the game and what we need to do to improve it. Unfortunately, we cannot fix everything in one (or several!) production cycles. Knowing what the most pressing and important issues are for our fans helps us prioritize the countless things we want to fix.

    For example, we’ve always known that the Goalkeeper could not get sent off in FIFA 09. Ever since I joined the team, we’ve wanted to fix this. However, technical difficulties made fixing this trivial problem anything but simple. We knew the problem was there, we wanted to fix it, but we never thought it was important enough to merit the several days of production time it required.  Then, a few months following the release of FIFA 09, I kept running into more and more people upset about the Goalkeeper being impervious to cards. They argued, quite rightly, that it was unrealistic and it rendered the backup Goalkeepers useless. Late in the production cycle, I decided to investigate what it would take to fix it. I got the different game areas together – one of the challenges for this feature is that it requires rendering, front end, audio, and gameplay support – and set out a plan to implement it. A couple of weeks later, I was happy to go on the forums and let everyone know that in FIFA 10, the Goalkeeper will be able to get red carded. Had it not been for the community feedback, it is unlikely this feature would have made it into FIFA 10. Now everyone will have to think twice before leaving the keeper out of the lineup!

    FIFA 10 Gameplay

    It’s not just about the forums

    We take a proactive approach when it comes to getting feedback on our game. The forums are extremely important, but the feedback we find there is limited to the title we already released. Just as critical is getting fans to play the most up-to-date version of FIFA. To do this, we find several people from around the world who love football video games to come to our studio in Vancouver, BC and play the latest version of the game – the one with the latest code, features, game modes, etc. We do this several times during the production cycle, and not just in Vancouver but also in EA offices overseas. As a Gameplay Producer, I play FIFA every day to make sure we deliver against the vision set out for the game. However, when you play the game every day it is easy to lose perspective on how it is changing – how different it is from the previous iteration and whether we are on the right track. These ‘playtests’ give us a valuable opportunity not just to ask specific questions and get feedback on new features, but also to make sure our fans are excited about the direction we are taking FIFA in year after year.

    So what can you expect in FIFA 10?

    Along with innovating and refining our game, responding to feedback from the community was one of the paramount goals for FIFA 10. We will never be able to address all of the issues in any given year, but I think we took great strides in getting rid of some of the frustrations expressed by the community.

    One such frustration that I wanted to make sure we addressed this year is how easy it is in FIFA 09 to play through balls for your fast striker to run onto and get a one-one-one with the goalkeeper. Lots of people on the forums were complaining that there was no need for midfield build-up play and that teams with strong and fast strikers had too big of an advantage – a problem that made online games very one-dimensional, as there seem to be no way of defending against the through balls. I am South American, so I’m all about midfield build-up! Remember Carlos Valderrama? Oh, how I miss him…

    For FIFA 10, we have spent a significant amount of time addressing issues like this one in order to ship a game as balanced as possible. For this particular case, some of the improvements we made to fix the problem included: tuning our covering and positioning logic so that defenders can be in a better position to cope with ground and lofted through balls; we slowed down the dribblers’ speed a bit more when they touch the ball while dribbling so fast defenders will be able to catch up to dribblers more often (it makes sense, since you cannot sprint as fast off the ball as you would if you have to be taking consecutive dribble touches!); and we improved the Goalkeepers’ positioning and behavior during breakaways so they narrow down the angle better during one-on-ones.

    There are many more examples like this one that illustrate how important it has been for us this year to use the feedback from the community in our development of FIFA 10. As I mentioned earlier, it is not just about fixing bugs and exploits. It is also about responding to requests. We have gone through countless forum threads, and many of the requests we have found there will be addressed in FIFA 10. Perhaps one of the best examples is that we will include a Practice Mode this year. Using the Back/Select button from the 1 on 1 arena, you’ll be able to bring up a menu allowing you to choose to play a practice match or set pieces, as well as the number of players you want on the field. You asked for it, you got it!

    FIFA 10 Set Piece Creator 4

    FIFA 10 Set Piece Creator

    I should wrap this up now, but I will leave you with a taste of some of the other Gameplay features that will be in FIFA 10 as a result of feedback from the community.

    -          Ability to change kick taker on set pieces

    -          Ability to move the wall

    -          Preventing goals being scored from kick-off

    -          Making offsides less frequent and improving our advantage logic

    -          Quick Free Kicks

    -          Fewer ‘cut scenes’ replaced by on-the-field player reactions

    -          ‘Super Long Throws’ – Players like Rory Delap will be able to throw the ball into the heart of the box from afar

    -          New ‘Ball Avoidance’ logic so teammates and the referee will get out of the way of passes and shots

    -          And many more!

    I hope you enjoy playing FIFA 10 as much as I did making it. Looking forward to visiting the forums and getting your feedback – keep it coming!

    Santiago Jaramillo

    Gameplay Producer

    FIFA10 – Xbox 360, PS3

    FIFA 10 Gameplay 2

     © 2009 Electronic Arts Inc. All rights reserved. All trademarks are the property of their respective owners

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  • 22Jul

    the_saboteur_042

    Just had word that The Saboteur by Pandemic Studios will be released December 4th in Europe for X360, PS3 & PC.

    Let’s have a little more insight into the open world of the Saboteur.  What’s the story? 

    Inspired by a true story, The Saboteur stars Sean Devlin, a street-tough Irish race car driver trapped behind enemy lines in 1940s Nazi-occupied France. Motivated by personal revenge, Sean fights, climbs, and races through open-world Paris, sneaking into the heart of the Nazi operations and sabotaging their every move. With the help of the French Resistance, the British intelligence, an arsenal of weaponry, street smarts and brawn, players will exact revenge on those who aim to destroy Sean’s life. From derailing trains and blowing up zeppelins to scaling famous Parisian landmarks and more, this action hero uses a broad range of weapons, explosives and vehicles to get the job done.

    “The Saboteur is an entirely new take on WWII action gaming. Instead of putting players in the role of a soldier, they’ll experience one man’s quest for vengeance through an incredible story and an epic range of explosive action. Every street of Paris is alive with options, every block is teeming with action,” according to Josh Resnick, President of Pandemic Studios. “We’re extremely proud of The Saboteur. The art style, intense story, and grand acts of defiance against the Nazis will deliver the one-of-a-kind experience that Pandemic fans have been waiting for.”

    As Sean takes down enemies, the citizens of Paris are empowered to resist the tyrannical Third Reich and their eyes open to the colorful world around them. This innovative mechanic, called the ‘Will to Fight,’ will change the way Paris is seen and felt – from a dark and oppressed policed state to a bright and inspired world where the citizens fight back. As the player executes acts of sabotage against the occupying force, color returns to the stylized black and white world – both figuratively and literally. The ‘Will to Fight’ spawns an underground resistance that takes players not only through Paris, but across various parts of France.

    Hands-on video coming shortly.

    EArl

    sabotx360pftfront

    © 2009 Electronic Arts Inc. All rights reserved. All trademarks are the property of their respective owners

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  • 21Jul

    News from sunny Vancouver.  I was thrilled to see the “King of the Court” sports battle along with Venus Williams, Dwight Howard (NBA superstar), Sacha Kljestan (US national soccer team) and Milan Lucic (Boston Bruins).  Read all about it in the Province Newspaper here.  http://tiny.cc/s8wvY

    EArl

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  • 21Jul

    IMGP0255

    I was able to catch a bit of studio-fun in the sun when EA Sports in Burnaby, British Columbia hosted a Fight Night4 and Grand Slam Tennis launch party on the soccer field.  The sun was out, the fun was on.  I tried my hand at boxing and I even got to play some lawn tennis and then BEACH tennis on the sand volleyball court.  Have a look. What a cool day……and a cool place to work!

    Cheers, EArl

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    © 2009 Electronic Arts Inc. All rights reserved. All trademarks are the property of their respective owners

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