Archive for the ‘EA’ Category
Dead Space 2: Severed Hits PSN Today With Two New Chapters
Posted by Scott Probst in dead space 2, dlc, EA, PlayStation Games, PS3, PSN on March 1st, 2011
Later today, the Dead Space development team will be bringing an all-new experience to your PS3 with Dead Space 2: Severed! Dead Space 2: Severed will follow the story of Gabe Weller, one of the characters from Dead Space: Extraction, as he travels through the Sprawl on a mission to find and rescue his wife, Lexine. Gabe, who is a security officer by trade, will fight his way through the Titan Mines and the Hospital in a journey that will offer lots of new and exciting game-play for the Dead Space community.
Given that Gabe Weller is a security officer by trade, we wanted to create an experience that focused on his skill-set through pacing, game-play mechanics, as well as combat & level design. Gabe Weller will start off with a Pulse Rifle and a Seeker Rifle as his default weapons which will give players a new way to approach combat – he’s equipped to take the action to the Necromorph forces. From the beginning of the Severed experience players should notice the difference in game-play, and there will definitely be a number of curve balls for players throughout the chapters. One of the most exciting additions to the game is the “Twitcher” which was a character from the original Dead Space game who has returned in Severed – he’s extremely fast, eerie, sporadic, and difficult to dismember.
The development team has definitely worked long and hard on Severed in order to create an experience that’s frightening, packed full of action, and a ton of fun to play. We really hope that you enjoy playing Severed, and we’re looking forward to seeing how many people can earn all of the new Trophies within Severed!
Thank you for your continued support!
Dead Space 2: Severed Hits PSN Tomorrow, Hands-On Details
Posted by Sid Shuman in dead space 2, dlc, EA, PlayStation Games, PS3, PSN on February 28th, 2011
Dead Space 2 gets an afterlife tomorrow with the PSN release of Dead Space 2: Severed. This downloadable expansion picks up where PlayStation Move-enabled shooter Dead Space: Extraction left off, with (spoiler!) the escape of security officer Gabe Weller and surveyor Lexine Murdoch from the doomed colony of Aegis VII. Fate ultimately brings the pair to another very bad place: the Sprawl, otherwise known as the source of Dead Space 2’s Necromorph outbreak. While Issac Clarke is busy tracking down the Marker and battling his inner demons, Gabe is pursuing a more personal objective – locating Lexine, who’s been abandoned somewhere in the dark recesses of the station. Played through Gabe’s eyes, Severed brings a different perspective to the events of Dead Space 2 and fleshes out the backstory of both characters, complete with a few twists and turns for good measure.
I went hands-on with the first chapter of Severed in a guided tour narrated by Dead Space 2 Producer Scott Probst and Executive Producer Steve Papoutsis. Decked out in high-tech armor and packing a suped-up pulse rifle and ultra-precise Seeker Rifle, Gabe Weller is a bit more battle-ready than series everyman Issac Clarke. “We tailored the level layout and combat design around the fact that Gabe is a security officer,” Producer Scott Probst explains, “which makes Severed somewhat more action-focused.” Severed’s faster, more aggressive pacing is noted in its hair-raising battle sequences, and accelerated even further with the addition of a new Necromorph breed: the Twitcher.
Twitchers were introduced in the original Dead Space, and their blistering speed and spastic movements quickly made them among the game’s most-feared enemies. “Twitchers became fused with a Stasis module and it had an adverse effect,” Executive Producer Steve Papoutsis recalls. “Rather than slowing them down, it sped them up.” Though Twitchers were conspicuously absent in Dead Space 2, Severed drags these terrors back into the spotlight. The Twitchers in Severed live up to their name, bobbing and weaving around shots with unnerving ease. Combined with the brisker combat pacing, the Twitchers help give Severed a steeper difficulty that will keep Dead Space 2 veterans on their toes. “You’re getting a challenge, but you’re also getting a different experience,” Probst adds. “We wanted to offer something new and cool from a gameplay perspective.”
While the stronger action hook is a welcome change of pace, I suspect many players will ultimately play Severed to learn what happened to Gabe and Lexine after the events of Dead Space: Extraction. “It’s definitely worth playing Extraction before playing Severed,” Papoutsis notes. “But it’s not required. This story has a beginning, a middle, and an end.” Of course, PS3 owners have no excuses – Extraction is included with the limited edition of Dead Space 2. Whether Dead Space 2 will see further downloadable episodes that will expand the Dead Space fiction in other ways remains an open question. “We’ll see what people want,” Papoutsis says. “It depends on people’s appetite.”
Dead Space 2: Severed hits the PlayStation Store tomorrow for $6.99 with two new single-player chapters and new Trophies.
Play Dead Space 2 With the Devs This Saturday, Unlock New Viral Suits
Posted by Steve Papoutsis in dead space 2, EA, PlayStation Games, PS3 on February 11th, 2011
I’m happy to announce we will be doing a PlayStation 3 Dead Space 2 Game with Developers session on Saturday, February 12th starting at 3pm PST (RSVP here)! So far, the reaction to Dead Space 2’s multiplayer has been mixed — some people really love it, others have yet to discover how much fun it can be. The best thing I can tell folks is to play as a team and communicate. Dead Space 2’s MP was designed around both cooperation and competition; if you run off like some Space Marine Bozo, you will get TORN UP. Work with your teammates, coordinate as you move towards your objectives, and remember: A team that plays together will generally win.
I’m excited about this weekend since the team and I will be getting a chance to play with people on the PS3. Not only do I hope that we can help people understand the best strategies for success, but we will also have a few cool goodies for those people who are dedicated to playing MP.
The team and I will be wearing two all-new Viral Suits during this Saturday’s session RSVP here: 1. White Tiger Stripe 2. Viral Blue. The idea here is that if people manage to kill the developers they will unlock one or both of these suits. The best part is that after someone gets the suit it goes “viral,” meaning that anyone who kills a person wearing one of the suit will also unlock it. So anyone who gets that suit will have a big bulls-eye on their back!
In addition to this weekend’s multiplayer session, the team (as well as myself) hops online from time to time for impromptu game sessions. If you’re interested in keeping up to date on when we may be playing, or to see if we have any other neat tricks up our sleeves, please follow me on Twitter. Leveluptime is also my PSN ID!
If you want to keep fully up to date on all things Dead Space, please follow @DeadSpace on Twitter.
One last thing: if you want to make sure to be a part of the Game with Developers session this Saturday, please RSVP here.
Thanks a ton for supporting the Dead Space 2 team and Visceral Games. I look forward to playing and meeting you all this weekend.
Dead Space 2 Terrorizes PS3 Today, Limited Edition Includes Dead Space: Extraction
Posted by Steve Papoutsis in dead space 2, EA, PlayStation Games, PS3 on January 25th, 2011
The Dead Space 2 team and I are super stoked that Dead Space 2 is now finally out and people are getting to play it. We have been anxiously awaiting this day to hear what gamers think of what we have been working on. The PS3 Limited Edition version of Dead Space 2 is crazy — it not only includes Dead Space 2, but it also has Dead Space Extraction. That means you can get your MOVE ON with Dead Space Extraction, and you can play it solo or in co-op as well.
Making Dead Space 2 has been a blast, getting to see everyone’s speculation on what the game was going to be about, if we lost our minds and cut out the horror, or if we were making some sort of ninja-puzzle-adventure game. Now is the time to see what the final version Dead Space 2 is all about.
From my perspective, the team did a fantastic job. This is the game I’m most proud of being a part of. The game feels better, looks better, has bigger moments, and even includes multiplayer for the first time. I really hope you like it!
Head out now to your local game store and get a copy of the Collector’s Edition — if you can still find it — or the Limited Edition and start dismembering Necromorphs today. If you want to keep up on the game and maybe get your multiplayer on, follow me on Twitter: @leveluptime.
Thanks again and please let us know what you think of the game.
Dead Space: Extraction is Deadlier With PlayStation Move
Posted by Rey Gutierrez in dead space extraction, EA, PlayStation Games, playstation move, PS3, visceral games on January 20th, 2011
Hiding in the deepest corner of the galaxy — and in the vast recesses of your Dead Space 2: Limited Edition Blu-ray next Tuesday — you can find Dead Space 2’s maniacal cousin Dead Space: Extraction. Decked out in luscious HD graphics, this PS3-exclusive edition of Dead Space: Extraction harnesses the precision of PlayStation Move to make lopping off Necromorph limbs easier than ever. In our new video, Dead Space producer Zach Mumbach explains why PlayStation Move is the ultimate weapon in Extraction.
Extraction takes place before we meet Issac Clarke aboard the Ishimura in Dead Space, and chronicles the discovery of the mysterious Marker, an arcane artifact that holds the key to the Necromorph infestation in the first game. Once the Necromorphs squirm onto the scene in Extraction, your investigation on Aegis VII is cut short and the fight for survival begins.
Dead Space: Extraction comes packed on a single Blu-ray with Dead Space 2: Limited Edition on January 25th.
Spare Parts: Simon Pegg, Robots, and Co-Op
Posted by Gary Napper in EA, PlayStation Games, PS3, PSN, spare parts on January 17th, 2011
Spare Parts is a game we made about these two robots – Mar-T and Chip – who find themselves dropped out with the garbage on an alien planet. To be honest, we cast robots as the main characters because we all love robots. Robots are awesome template for characters for a number of reasons, and you can apply so many things to their character, personality and abilities. I am a massive sci-fi fan and the basic story elements dealing with two buddy robots, cast out with the garbage and forced to survive on an alien planet appealed to me a lot. Very early in the game our two robots meet Con-Rad (voiced by Simon Pegg) in an abandoned space ship and he becomes their guide and mentor. Con-Rad explains that the evil race know as the “Krofax” are in orbit and if they detect that the robots are operational, will come after them with a vengeance. Their only hope is to collect enough spare ship parts that have been littered all over the planet by the Krofax in an attempt to repair the ship and escape.
Essentially, Spare Parts is all about exploring the world, solving puzzles, beating up enemies, collecting items and finding hidden goodies. It was important to the team that the player feel a sense of progression and reward when playing through the game and one of the best things about robots is…you can upgrade their parts! We hit upon the idea of giving them abilities that you would find throughout the game and these took the form of Action Parts. The parts give you new attacks and abilities to use on the environment. Some of these can be used to stun enemies or reprogram them, others can be used for greater damage or to reach hidden areas. This allowed us to create the levels around the new abilities you would gain when playing through and also find hidden areas in levels that you have already been through upon re-entry. I think my favourite part at the moment is the Nano Trigger, which allows you to re-program enemies to attack each other and control Krofax Technology.
There are also 100 ship parts scattered around the planet for players to find. Some of the parts were amed after people who worked on the game, others are little nods to our favourite sci-fi films and games. As well as Mar-T and Chip, there are also eight other robots to find and play as in the game. They are hidden around the world and need re-activating to be of use.
We wanted to make a game that could be played by anyone really and capture that co-op feel you find in a lot of modern games. I love playing third-person action games and, for me, there weren’t a lot of games out there on PSN that I could play through with my girlfriend, or that people could truly play through together. The team came up with the idea of using specific co-op moves that would allow the players to work together for greater effect. Initially, we thought it would be cool to have both players combine their attacks to cause more damage to enemies. Very quickly, however, the original idea then lead on to enabling players to performing special moves together to unlock hidden areas, take out bosses faster and also, just to let players mess around and have fun. Thus, the break dancing and rock-paper-scissors ideas came about.
When creating the story we realised that we had made a great way of giving purpose to a lot of our levels. We didn’t want to make a game that was the done-to-death “lava level, ice level, water level” style of game, so the planet we created had to have some cool twists to it. Alien worlds and strange unknown lands are food for imagination. Space is awesome and interesting because it contains (at least in fiction) ships, planets, aliens and most importantly, the unknown! We decided on having a jungle-based world which had been littered with technology, but also had local inhabitant wildlife that would populate the surroundings. This gave us a great foundation to play through mountain tops, river beds, caves, cliffs and deserts, and have interesting scenery, enemies and puzzles that didn’t feel out of place.
The main enemies in the game are lead by the evil “Lord Sulba Krung” who travels around the galaxy in his ship, decimating planets and stealing their technology for his own use. Frequently, anything he can’t use he drops on planets that pose no threat to him or his Krofax. The heroes in our game are cast out onto one of these planets before the Krofax detect movement and realise they are still alive. Sending down his troops, Sulba Krung is determined to stop them from repairing Con-Rad’s systems and steal the Power Core that Con-Rad has been protecting in his ship’s hull. Sulba Krung’s main forces are called the Krofax and we wanted to make them a kind of incompetent storm trooper who would be a problem in larger groups, but individually are very dumb. This gave us a chance to use some funny situations with the cutscenes and also a reason for them to be inherently evil… they are just too dumb to know better.
Very early on we decided that the ships computer Con-Rad, should be the narrator and guide for the players in the game. We needed him to have great character and personality so we wanted to cast someone great to perform the role. As the only speaking character in the game, it was important that we got someone who could fill Con-Rad with personality and charm and also someone who understands videogames and loves sci-fi. We managed to sign up Simon Pegg to perform as his voice and were thrilled with the results. When the audio recording started appearing in the game it really added another level to Con-Rad and made him feel so much more than he was on paper.
We have really enjoyed bringing Mar-T, Chip, Con-Rad and their adventures to life and hope you all enjoy playing it when it is released.
Fight Night Champion: Full Spectrum Punch Control Saves Your Thumbs, Controllers
Posted by Alain Quinto in EA, fight night champion, PlayStation Games, PS3 on January 4th, 2011
Happy New Year PlayStation fans! As one of the Community Managers at EA SPORTS, I’m lucky enough to work with some of the most talented development teams in all of sports video games. Currently taking up a lot of my time these days is getting the word out about the next installment to our boxing franchise, Fight Night Champion.
In addition to a revamped and improved Legacy Mode, Champion Mode takes you through the life of Andre Bishop and his path to becoming a Champion. We’re stoked about this first opportunity for an EA Sports title to have a dramatic game mode with mature themes. I think our boxing fans will feel connected with our hero and really want to get to that next chapter to see how the story all plays out.
The big question from PlayStation Fight Night fans will most definitely be about gameplay. The biggest improvement that the team made was implanting a new control scheme dubbed Full Spectrum Punch Control. I asked Producer Brian Hayes what the inspiration behind the new controls came from.
“We went back to the drawing board, literally, with Full Spectrum Punch control,” Hayes replied. “Based on a lot of user feedback and telemetry, we were finding that the previous implementations of TPC had fundamental ergonomic challenges. Basically, it was a lot easier to extend the thumb outwards and throw left handed punches, than it was to cram the thumb inwards and throw right handed punches. It’s just not a good thing to have that kind of obstacle in a boxing game.” Unless you have ultra gamer thumbs like I do ;) Kidding…
“So the first thing we decided to do was remove the need for all the quarter-circle or half circle gestures on the analog stick,” continues Hayes, “Now it’s a lot easier to throw punches. It’s also gentler on your thumbs and nicer on your controller. A lot of people tell us all the time about how many controllers they have worn out, hopefully that will be a thing of the past too.”
Anyways, I promised the PSN blog folks that I’d keep this concise as I tend to ramble on. Read my Fight Night blogs on the Producer’s Corner and make sure you’re following the Fight Night Facebook page for all the latest news, discussion, and videos including the 5-part Champion Mode reveal series. Look out for the demo to drop on the PlayStation Network in February and look up my PSN ID EA_sk88z if you need a lesson or two in the school of hard knocks once Fight Night Champion drops March 1st!
Let me know in the comments below who you’ll be challenging me with and whether you’ll be jumping in fist first into Champion Mode or creating your own path to glory in Legacy Mode!
Tetris out Tomorrow on PSN, Its Creator Talks About the PS3 Edition
Posted by Jeff Rubenstein in EA, PlayStation Games, PS3, PSN, tetris on January 3rd, 2011
It’s been a long time coming, but Tetris is finally coming to the PlayStation 3 tomorrow, along with new, exclusive multiplayer modes, and the type of shine you can only get with 1080p and 5.1 surround sound.
We tried these multiplayer modes out at an EA event a few weeks back, and I can say with confidence that longtime Tetris fans will enjoy them with like-minded friends. As we were testing out the game, we were informed that Alexey Pajitnov, the original creator of Tetris, was looking on. So of course, I got nervous and started stinking it up…
As someone who had been playing Tetris since it showed up at my elementary school in the mid-80s, a time when entertainment imported from Russia was pretty much unheard of (aside from vodka), I had a number of questions for Mr. Pajitnov:
How did you come up with the idea for Tetris? Were you trying to jam a lot of boxes in your car and had to get creative?
I was just having fun. I really like puzzles and was inspired by a puzzle board game called Pentomino.
Tetris is generally thought to be the “first true puzzle” videogame. What are your favorite games that have come out in this genre you created? What makes a good puzzle game?
I like many puzzle games – Pipe Dream, Parking lot, Doctor Mario, and Shanghai. In my opinion, it’s very important that a good puzzle game has a large number of levels – from very simple to very hard.
I know the game is 25 years old, but I’d like to hear your advice on playing the game, as it seems there are two schools of thought on Tetris. Should you always attempt to keep the playing area as clear as possible, or should you continually try to set it up to clear 4 lines at a time with the stick piece?
The Tetris game allows many strategies – pick the one that fits you best. In my opinion, usually beginners try to keep the field clear, while more experienced players like to somewhat fill up the matrix to set up short combos in advance. “Masters” routinely set up for 4 line-clears, or a “Tetris” line clear, for more points, and “Grandmasters” tend to play for T-spins and long combos.
Tetris has transcended gaming to be a part of popular culture. Pretty much everyone’s played it, and so there’s a reference that anyone can get (like a vignette from a 2003 episode of The Simpsons). What’s that been like? Where’s the most interesting place you’ve seen Tetris appear?
I was very amazed to see the game played on the side of a skyscraper, using the lights and windows of the building to create falling Tetriminos. That happened at Delft University of Technology where engineering students played the world’s largest working Tetris game along the side of their building. I didn’t see it live, but the videos online are very fun!
Why do you think Tetris has stayed fresh after 25 years? People can still pick it up and play it (and they do).
Why not? Technology has drastically changed in the last 25 years, but not the human brain. I think all good games from the past can become popular again, but in order to do so, they’ll need to be re-introduced properly and kept relevant to current pop culture and technologies. We’ve always done a great job of developing the Tetris game for cutting-edge platforms, like the PlayStation 3 with surround sound and high-definition graphics.
You haven’t just been sitting on the achievement that is Tetris. What have you been doing since the game released?
I worked as a game designer for many years with companies like Spectrum Holobyte, Nintendo, and Microsoft. I also published several titles such as El-Fish, Pandora’s Box, and Hexic.
Finally, why should people pick up Tetris on PlayStation Network?
To have fun! What can be the other reason?
Tetris arrives on PSN tomorrow for $9.99.
Today on PSN: Battlefield Bad Company 2: Vietnam, Dead Space 2 demo, Mass Effect 2 Demo, More
Posted by Eduardo Vasconcellos in battlefield bad company 2, dead space 2, DICE, dlc, EA, mass effect 2, PlayStation Games, PS3, PSN on December 21st, 2010
Welcome To The Jungle – Battlefield Bad Company 2: Vietnam live today
Today’s the day all our amazing PlayStation 3 fans can get their hands on Battlefield: Bad Company 2 Vietnam. This expansion pack to Battlefield: Bad Company 2 adds new maps, weapons, vehicles and trophies, all set to a two hour soundtrack of period-typical songs, making for one dynamic tour of duty.
Along with all of this great content comes a challenge to you, our PS3 audience, directly from Battlefield developer DICE called The Battle for Hastings. This challenge asks players to complete 69 million support actions within Battlefield: Bad Company 2 and Battlefield: Bad Company 2 Vietnam, which will unlock the fifth map to be found in the expansion, Operation Hastings.
Get ready to do your part in The Battle for Hastings and download Battlefield: Bad Company 2 for the PS3 today! And while you’re at it, take advantage of our newly dropped prices on Onslaught (now $4.99), Shortcut Kit ($14.99), and in case you haven’t picked up the variety of free multiplayer maps through our VIP Pass, you can now pick that up for just $9.99.
Dead Space 2 Demo Infests PSN Today
by Jay Frechette, Community Manager, Visceral Games
Hello Dead Space fans! Today the single player demo for Dead Space 2 is available on the PlayStation Store! We can’t wait for you guys to play it and wanted to share a couple details of what to expect.
In the Dead Space 2 demo, you will take engineer Isaac Clarke on a terrifying adventure through the Church of Unitology, what appears to be a sanctuary quickly turns dangerous and deadly, during the Necromorph outbreak on the Sprawl. You’ll have access to a variety of new tools, including the new Javelin gun that has an electrifying secondary attack, the updated stasis recharge mechanic and enhanced telekinesis ability. Don’t forget to stop at the Store to change into the advanced suit, equipped with jets that will allow Isaac full 360-degree control in zero-g space! We hope you enjoy it and pick up Dead Space 2 when it’s released on 1/25/2011.
Need for Speed Hot Pursuit: Super Sports Pack hits PSN today
by Spenser Norrish, Community Coordinator, EA
One of the fastest street legal race cars ever manufactured has joined the pursuit! The GUMPERT Apollo S—as well as the equally awesome Porsche 911 GT2 RS and Bugatti Veyron 16.4 Super Sport—is now available in Need For Speed Hot Pursuit via the Super Sports Pack. This DLC (available for $6.99) also brings 13 new events and 11 new Trophies into the fray.
Mass Effect 2 PS3 demo arrives today on PSN
by Jarrett Lee
Today marks the first time PlayStation 3 gamers will be able to experience the Mass Effect universe. The demo for Mass Effect 2 has arrived, allowing players to experiment with character creation (which will you chose: play as the iconic John Shepard or your own customized Commander Shepard?), play through the opening levels of the game, and even jump to an area further into the game to try out some of the more intense combat areas and see the kinds of amazing locations that can be visited throughout the story.
Mass Effect 2 for the PS3 is the most advanced Unreal Engine game shipped to date, and makes full use of the PS3’s hardware to bring this BioWare-created universe to life in spectacular detail. In fact, it was built on the same engine being used to build the recently announced Mass Effect 3! Here’s your chance to see it for yourself – and don’t forget that after the holiday the full game arrives on PS3 January 18th – including six hours of bonus missions, and an interactive digital comic designed by BioWare and Dark Horse Comics to introduce new players to the franchise. The digital comic allows players to make key choices about their back-story that will be reflected during their game.
And that’s not all!
Starting today, EA is happy to offer you the following add-ons for some of your favorite games at a lower price!
- Dante’s Inferno – Trials of St. Lucia, $4.99
- Burnout Paradise add-on content
- Big Surf Island, $6.99
- Legendary Cars Collection, $4.99
- Cops & Robbers, $4.99
- Boost Specials Collection, $4.99
- Party Pack, $4.99
- Toy Collection, $6.99
- Toy Car Collection 1, $4.99
- Toy Car Collection 2, $4.99
The Fancy Pants Adventures Coming to PSN in Spring 2011
Posted by Brad Borne in EA, over the top games, PlayStation Games, PS3, PSN, the fancy pants adventures on December 20th, 2010
I’m crazy excited to be here to talk about The Fancy Pants Adventures. I created the first game in Flash while I was in college, and now, many years later, the series is making the jump to console. It’s a dream come true for me, I really couldn’t be more excited to give you guys the best game that EA, Over The Top and I could possibly create.
I grew up playing video games, and I love knowing that players are finally going to experience The Fancy Pants Adventures in that classic video gaming zen, on a comfy sofa, with a controller in their hands. One of the most fun aspects of creating the Flash game was engaging the community and the fans. That is incredibly important to me and something I absolutely want to be able to continue in the move to the PS3.
What’s also awesome today is that instead of just talking about the game, I’m able to let everyone who’s interested CHECK OUT the Fancy Pants Man’s latest adventure before release!! Check out FancyPantsAdventures.com and PLAY a tiny slice of The Fancy Pants Adventures, hitting PSN in Spring of 2011! Enjoy and let me know what you think!

























