Archive for the ‘EA’ Category
Tetris for PSN in 1080p and 5.1, Gets PS3-Exclusive Multiplayer
Posted by Christophe Gomez in EA, PlayStation Games, PS3, PSN, tetris on December 13th, 2010
Hello, fellow Tetris enthusiasts! This is Christophe from EA Mobile and we’ve got some really big news. We are launching Tetris on PlayStation Network and it’ll be available to download from the PSN store in very early next year. This version of Tetris boasts 5.1 Dolby Sound, 1080P HD graphics, plus six online and local multiplayer modes. Of course, you can play Marathon mode by yourself in the boldest and brightest graphics ever, but what we’re really excited about are three new PS3-exclusive multiplayer modes that will make this a must-have. I can’t go into much detail, but these new online, real-time multiplayer modes will be more fun and competitive than anything you’ve seen before.
A couple of weeks ago Alexi Pajitnov, the original creator of Tetris, got to try out this new PS3 version and absolutely loved it. And since we know how excited you are, we have a trailer ready to showcase just how awesome this gets. Check it out above! This is going to be the definitive Tetris experience.
Need for Speed Hot Pursuit Hits PS3 Today, Play With the Devs this Weekend
Posted by Matthew Pruitt in criterion, EA, need for speed hot pursuit, PlayStation Games, PS3 on November 16th, 2010
Need for Speed Hot Pursuit races onto the PlayStation 3 today asking the vital question: are you a racer or are you a cop? That’s the choice you’ll make when you get behind the wheel and start tearing up the streets of Seacrest County.
Need for Speed Hot Pursuit PlayStation 3 players will experience the thrill of the chase and the rush of the escape as they play through full careers as both a cop and a racer solo or connected. The blistering speeds, brutal busts and heart-stopping getaways are all connected via Need for Speed Autolog.
This network not only connects friends for epic head-to head pursuits and races, but also enables players to compare performances and stats, thereby setting the stage for the ultimate in friendly competition. I can tell you from playing here in the office that Autolog will bring out the competition in you – even if you’re not a competitive person. Every day we’re amazed at the new times people set on each of the events. You think it can’t be beaten…until it is. Finding the right combination of shortcuts, nitrous useage, and bust strategies is the key to achieving the best time.
Need for Speed Hot Pursuit also provides you with exciting online game modes: Hot Pursuit is the exciting hunter vs. hunted mode where players can play as cops or racers. Interceptor mode is the ultimate head to head battle as one racer faces off against one cop. Finally, you have the traditional race mode. Pick your racetrack and car and win the race!
In addition to your racing and chasing skills, you’ll have access to weapons to help you including: spike strips, jammers, EMPs, helicopters, road blocks and more.
With its vast open-world, Seacrest County is the perfect place to get your fix for high-speed racing (or chasing) action. There are several diverse locales throughout coast, desert, forest, and mountain with unique features to provide each side of the law with certain benefits and challenges. One strong suggestion we would make is to drive around the county a few times on your own before taking part in any pursuits. Get familiar with the beautiful scenery and its many hidden shortcuts.
Please join us for a Game with Developer session on Saturday, November 20th from 11AM – 1PM PST. Put your driving skills to the test against the Criterion developers and see how you match up! Visit the Hot Pursuit website for more details.
Make sure you follow us on Twitter, fan us on Facebook, and visit us at the official website for up-to-the-date Need for Speed Hot Pursuit news and information.
Create Will Move You November 16th
Posted by Justin Manning in create, EA, PlayStation Games, playstation move, PS3 on November 11th, 2010
Create is all about your imagination – tapping into both visual creativity and creative problem solving. We have created challenges that require you to exercise many different types of thinking and problem-solving. You will be tasked with a challenge, then given hundreds of objects in the game — all with different physical properties — that you can use to solve it. We have themed 140 Challenges divided into four main types.
Object challenges encourage you to look for the most efficient solution to a simple problem using a small set of items. These can actually be quite tough to solve! Scoretacular challenges seen in the video above are the complete opposite of the Object challenges, as you’re tasked with solving a problem in the most outlandish way possible using multiple objects and setting up crazy chains of events. This mode is incredibly fun and causes intense competition to find the wackiest solutions. Contraption challenges present you with a set of parts, such as wheels, planks, pivots and girders, as well as a place on the screen where you can build. The challenge is to construct a contraption that works! Pick-up party is a bit more creative, as you are encouraged to take a number of different routes, not always the most obvious, in order to solve the challenge while picking up as many Create Sparks en-route as possible.
The main thing to remember about Create is that while the challenge itself is a general guide, the game is driven by the creative solutions that you bring to it. Create is not a puzzle game with only one solution – people bring their own unique set of solutions to the problem. I have spent an hour in a challenge just playing with new ideas and ways of chaining events together – it is a huge game in that respect. The more time you invest in trying out novel and “out there” solutions, the more you will enjoy playing. And, for the Trophy hunters amongst us, the higher score you will achieve!
One of our original mantras on this project was: “Make it easy enough for someone who can’t paint or draw to be creative.” Create provides a multitude of easy tools that allow you to fully customize the worlds we provide, enabling the building of a scene from background to foreground and adding all of the details in between. For example, you can choose a sky as a starting point and change the lighting and mood as you go. You can then add your own details like clouds, birds and airplanes and set them all in motion. You could paint on top of that if you wished to add more detail and make it unique. You can add texture to the world, and then add details like stickers, scene props, creatures and decorator brushes. For a finishing touch, you can add full-screen effects like rain or blowing leaves.
PlayStation Move allows us to streamline the controls to make something simpler and more intuitive to use. For instance, the precision it gives you when painting with our brushes, to rotating and scaling props and stickers in their scenes. Though PlayStation Move is fully supported in Create, it’s also not required.
Create isn’t a traditional game in that it doesn’t have separate ‘game modes’ – many of the tools and objects are available all of the time. For example, you can be working with a challenge solution, decide that you want to decorate their scene some more and do just that, in real time. Additionally, you can also create your own challenge at any time, play around with any of the game items to see what they do, or just create crazy chains of events (which is fun in its own right). We also allow you to share all of the above online with other creators. You can also download and remix other people’s solutions, creations and challenges via PSN.
The development team can’t wait to see the crazy solutions that you’ll come up with in Create!
Medal of Honor Gets Hot (Zone)!
Posted by Eduardo Vasconcellos in DICE, dlc, EA, medal of honor, PlayStation Games, PS3 on October 27th, 2010
It’s been a few weeks since Medal of Honor launched, and thanks to our fantastic PlayStation fans, things have been a great success. Now that you’ve had time to get used to the game’s multiplayer offering on the PlayStation Network, I think it’s time we let you in on a little secret: there’s more. While you may already know that Clean Sweep is coming on November 2 (free for everyone who activated their Medal of Honor Online Pass), what we didn’t tell you is that a whole new mode dubbed Hot Zone is coming to the PSN on the same day.
Coming to the PlayStation Network for $9.99, Hot Zone is a king of the hill-type mode where two teams tussle over a single objective within a map. As long as you hold the Hot Zone, you gain points which go to your final score. Unlike other game modes, maintaining control on the Hot Zone is the only way to earn points, so while laying down suppressing fire and taking out enemies coming your way is certainly a good thing, these kills won’t earn you any extra points.
The pacing and overall feel of the new mode is different as all players will be surrounding a single point on the map, making for some frantic and fun firefights in this new multiplayer mode. But what about the maps themselves? This is why the Hot Zone content pack also comes with four maps: two new maps, Hindukush Pass and Korengal Outpost will add a new flair to the proceedings, while redesigned versions of the Shahikot Valley and Helmand Valley maps will bring a fresh angle to some familiar environments.
If that’s not enough for you, we’ll be hosting a Game with Developers session on Sunday, November 7 from 1pm to 4pm PST where you’ll be able to chat with the Medal of Honor development team, ask questions and let us know what you think of the new modes. All you’ll need to do is send a friend request to any of the following PSN IDs and join our sessions in progress. We’ll be accepting any and all friend requests until we run out of room, so be sure to send your request early!
PSN ID:
- Eagamers0
- Eagamers1
- Eagamers2
- Eagamers3
- Eagamers4
- Eagamers5
- Eagamers6
- Eagamers7
Medal of Honor hits PS3 today; Greg Goodrich talks DICE, single-player, Frontline HD
Posted by Matthew Pruitt in DICE, EA, medal of honor, PlayStation Games, PS3 on October 12th, 2010
It is finally time to take that step; a step so critical that it will elevate you to a new level of gamer. It’s time to step up to Tier 1! Medal of Honor for the PS3 is now on retail store shelves in the US.
Edit: Below, Sid Shuman from the PlayStation.Blog interviews Medal of Honor Executive Producer Greg Goodrich about the differences between the Danger Close-developed single-player campaign and the DICE-led multiplayer mode, the PS3-exclusive Medal of Honor: Frontline HD campaign included on the Blu-ray disc, and more.
For those of you who are unfamiliar with Medal of Honor, it’s a modern reboot of the venerable franchise that has existed for ten years. Operating directly under the National Command Authority, a relatively unknown entity of handpicked warriors are called on when the mission must not fail. They are the Tier 1 Operators.
Over two million Soldiers, Sailors, Airmen and Marines wear the uniform. Of those, approximately 50 thousand fall under the direct control of the Special Operations Command. The Tier 1 Operator functions on a plane of existence above and beyond even the most highly trained Special Operations Forces. Their exact numbers, while classified, hover in the low hundreds.
They are living, breathing, precision instruments of war. They are experts in the application of violence. The new Medal of Honor is inspired by and has been developed with Tier 1 Operators from this elite community. Players will step into the boots of these warriors and apply their unique skill sets to a new enemy in the most unforgiving and hostile battlefield conditions of present day Afghanistan.
The single-player, created by Danger Close, is an authentic, emotional and exhilarating look at the war in Afghanistan through the lens of a band of fictional characters. The multiplayer, created by world-class studio DICE, is an adrenaline-fuelled experience that will put your first-person shooter gaming skills to the ultimate test.
Also, the PS3 edition of the game comes with the re-mastered Medal of Honor Frontline. For the first time ever, you’ll be able to storm the shores of Normandy in full HD! Medal of Honor Frontline was a landmark title for the PS2 when the game was released in 2002. It helped pave the way for first-person shooter titles and defined and established Medal of Honor as a force to be reckoned with.
When we started to talk with Sony Computer Entertainment about the possibility of releasing an HD version, everyone familiar with the franchise was extremely excited and considered it a no-brainer; it had to be done! Visual aesthetics wasn’t the only thing to get improved, however. The team also managed to implement the “aim down the sight” mechanic into the game. Get ready to suit up as Lt. Jimmy Patterson once again and head back behind enemy lines for 15 missions based on real events that occurred during WWII.
Make sure you follow us on Twitter, fan us on Facebook, and visit us at the official website for up-to-the-date Medal of Honor news and information.
Dead Space Ignition on PSN Tomorrow, Free with Dead Space 2 Pre-Order
Posted by Rich Briggs in dead space 2, dead space ignition, EA, PlayStation Games, PS3 on October 11th, 2010
Hi everyone, today we announced that Dead Space Ignition will be available for download starting tomorrow, and it will be completely free for anyone who pre-orders Dead Space 2. This makes the launch even more exciting for us, and I’m happy to have the chance to tell you more about it.
When we created Dead Space we wanted to establish a living, breathing, and terrifying universe. As we built this universe, we used the comic series and animated feature to expand the core story from the game. We’re taking this to the next level with Dead Space Ignition.
We’re excited about Dead Space Ignition because it brings the franchise to downloadable arcade games for the very first time, with a completely new experience. By combining interactive comic storytelling with three unique arcade games, we can tell a new Dead Space story in a fast-paced, accessible manner.
Before Isaac Clarke begins his adventure on The Sprawl in Dead Space 2, a Necromorph outbreak occurs, and Dead Space Ignition lets you witness the horror first-hand. And you’ll be able to choose your own adventure along the way, as Ignition offers four unique endings.
You’ll play as Franco Delille, an Engineer on The Sprawl. Along with his partner Sarah Andarsyn, he’ll travel to multiple locations trying to contain and survive the Necromorph outbreak. At the end of each story segment you’ll need to complete one of three different hacking games in order to progress.
These three games are called Hardware crack, System Override and Trace Route. Hardware Crack is a puzzler where you must align lasers to complete circuits on a grid, using items such as reflectors and projectors in order to crack through broken control panels. System Override turns tower-defense games on their head, and places you on the offensive. Send your viruses into the system to override the core, timing your attacks to defeat the antivirus and take control of the system. Finally, Trace Route is a sidescrolling race where you run your electrical signal through the system, avoiding security hazards and racing against countermeasures to access the core.
By playing Ignition, you’ll be rewarded with unlocks in Dead Space 2, so you can give Isaac a bit of an edge – and trust me, he’s going to need it. In addition to several helpful items, you’ll unlock the exclusive Hacker suit and a matching Hacker weapon skin for Isaac.
The story, the hacking games, and the exclusive unlocks for Isaac make Ignition a great way to experience the events leading up to Dead Space 2. However, as I mentioned earlier, the most exciting news about Dead Space Ignition is that we are offering the entire game for free to anyone who pre-orders Dead Space 2. So if you are a Dead Space fan, it’s pretty much a no-brainer.
Dead Space Ignition is available tomorrow on the PlayStation Network. We’re really excited to see what all of you think!
PlayStation Move: It Only Does Family Showdowns
Posted by Peter Dille in ads, EA, PlayStation Games, playstation move, PS3, tiger woods pga tour 11 on October 11th, 2010
PlayStation Nation,
It has been more than two weeks since the launch of PlayStation Move here in North America and we’re blown away by the fantastic reception we’ve received from avid gamers, new gamers, the press and retailers. Positive reviews continue to pour in for PlayStation Move, with one critic labeling it “the pinnacle of motion-sensing technology” and and another crediting it with going “further than any other system to date in bridging the physical and virtual worlds.”
By now you’ve hopefully gotten your hands on PlayStation Move and have seen Kevin Butler’s big “move-in” with the Maguire family. With a few weeks under their belts, the family raises the stakes with a little friendly competition on Tiger Woods PGA Tour 11. EA Sports has done a fantastic job highlighting the incredible precision of PlayStation Move with a game that the Wall Street Journal recently pointed to as being one of the best justifications for getting your hands on a PlayStation Move.
Part of the inspiration for this next commercial came directly from Tiger as a young boy. Tiger’s father Earl would rattle the change in his pocket to teach him not to be distracted. Well, the Maguires have kicked this up a notch or two.
We have many more PlayStation Move games coming for the holiday including The Fight: Light Out and SingStar Dance which will hit stores later this fall. These two games couldn’t be more different: one is a gritty bare-knuckle brawler that lets you throw punches with 1:1 precision and the other offers an engaging and entertaining experience for the whole family. We’re confident that both will deliver hours of fun for the entire family.
In the meantime, grab a copy of Tiger Woods PGA Tour 11 and see if the PlayStation Move’s precision helps your game!
Need for Speed: Hot Pursuit – Social Modes and EA Answers Your Questions
Posted by Jeff Rubenstein in criterion, EA, need for speed hot pursuit, PlayStation Games, PS3 on September 29th, 2010
Recently, the Need for Speed caravan rolled into town for a media/community event bringing PS3s loaded with Hot Pursuit, a free rap show, and the Boston Celtics’ Paul Pierce.
With the game only about 2 months away, the team from EA was eager to talk about the social elements of Hot Pursuit. Watch this video, then read my conversation with Need for Speed producer Jesse Abney, who not only answered my questions, but yours as well.
Jeff Rubenstein, PlayStation.Blog: How did Criterion end up at the wheel on Need for Speed: Hot Pursuit?
Jesse Abney, EA: Criterion’s a AAA developer of action-racing games, with many years of doing great designs, great innovations, and platform technologies – especially for PlayStation 3 and online connectivity. And they kind of just waited patiently for their turn to get the keys to develop their favorite Need for Speed – and revive Hot Pursuit. Hot Pursuit really is a milestone in the Need For Speed ethos of “grab an exotic car, pick an exotic location, and hit the pavement.” And that really is a core tenet of Criterion’s expertise. It was really their interest and their call to revive Hot Pursuit.
PSB: What fundamentally makes NFS NFS, as opposed to say, Burnout? Will elements of NFS: Hot Pursuit look familiar to Burnout vets?
EA: Need for Speed’s always been about licensed vehicles. Criterion made the call to throw back to Hot Pursuit… no distractions, no customization, no real performance tweaking. It’s all about car, pavement, location, the competition of the race, and in this particular game, it’s all about social connectivity.
Autolog is an innovation, really a step up from what we saw in Burnout [Paradise]. It’s a total social experience. Always connected, always exchanging information, and always establishing where you’re at in the product versus your friends.
And instead of the Blacklist like you saw in Most Wanted, Criterion has brought in the Blacklisted Speed Wall. Autolog Recommends is a facet of that, whereby it’s always listing where your friends are in their career versus your career, event for event, and giving you recommendations based on the scores you’re laying down both online and offline.
PSB: Criterion won over a lot of fans with its community involvement, and the feeling that the game stayed alive long, long after if came out, thanks to its “Year of Paradise” DLC and update rollout. Will that happen with NFS: HP?
EA: Absolutely. We give all the credit in the world to Criterion for really proving out this model at EA; doing telemetry gathering, and establishing which core features people are really attached to, what things we can go bigger on, and dedicating people to work on that 3, 6, even 12 months into a product’s life cycle. It’s no longer “ship and forget” for us; we really want the product to have a life, we want it to evolve, we want to continue to improve it. With such short development cycles, we really want that post-launch development to not only address potential problems, but also to improve gameplay features and modes. It’s an absolute commitment from the NFS franchise.
PSB: What have you learned about player behavior – especially in the multiplayer arena – that we’ll see in NFS: Hot Pursuit?
EA: They’ve been taking a ton of lessons from online telemetry gathering: what people love to play, how they compete, and how that metadata is conveyed online. We have a very in-your-face approach to the connected generation. And that is multiple points of data, always streaming in information, always giving the player updates through messaging. “I’m going to throw down the best time I can and all my friends are going to get this message,” and it’s going to challenge them to do it.
That’s the lessons, like the refinement of the experience, that Burnout really paved the way for. And Criterion has really been at the forefront for all of EA in a lot of ways in how they turn that data into actual gameplay feature sets. Hot Pursuit is really a culmination of all those lessons over the past 2 or 3 years, especially for the connected platforms.
PSB: Do you see the reach of NFS Hot Pursuit extending beyond those times when you’re on the PS3 to places like Facebook or Twitter?
EA: Absolutely, there’s interactivity based on Facebook Connect and other elements that they’ll be working on. You have a ton of connectivity through the web and then back to your platform. Don’t discount any medium that Criterion has at their disposal. They’re supporting the PlayStation Eye to do in-game captures of player profiles; fans of Burnout will remember that. Every action point in the race is capturable and uploadable via Autolog.
Question via Twitter (@Y_AlAnsari): Is Hot Pursuit gonna be like “NFS Underground” style? The one with all the blacklist stuff :D
EA: There’s aspects of the Blacklist. Criterion really wanted to bring in elements of both Hot Pursuit and Most Wanted. Instead of the Blacklist being a grouping of AI players, our Blacklist is your friends list. You’re ranking up through the friends that you have via the Autolog, event for event, and knocking your friends off of the Blacklist. So you’re actually racing against real people, not just NPCs.
Question via Twitter (@RustyFirestar): What types of events are there? The gameplay seems fun, but not varied.
EA: Criterion is a great studio for creating dynamic game modes, and the introduction of cops and racers at high speeds, and exotic cars and exotic locations, for us it’s a playground. What we have are online modes where it’s 4 vs 4 where 4 of your friends are playing a career as a cop, and they’re entering into a Hot Pursuit with 4 of your friends who are running careers as racers.
General categorization of race events aside, Hot Pursuit is not about drag racing, it’s not about drift racing, it’s kind of a culmination of all those elements of driving within an action-driving design.
Question via Twitter (@BenSDixon): I’d like to know what games they would compare the handling to and whether it’s like Burnout Paradise. (does real cars = realistic handling?)
EA: Criterion is not a company to design a real-world physics simulator. One of the core tenets of Need for Speed is that action-driving experience. You don’t need a drivers license to play this game. That said, these are cars built upon a real-world-style physics simulator, and then amped up for arcade action. So this isn’t that you need to know how to drive, that you need to hit the apex of a corner, it’s much more in the vein of Burnout. It really is an action-arcade, pick-up-and-drive experience.
Question via Twitter (@DMax901): How many cars will there be? And what will the Racer’s equipment be like? Thanks PS!
EA: Over 65 top-end exotics, and maybe a few real key surprises. There are cars in our game you’ll never play anywhere else. And Criterion’s done a great job creating a career as a cop, so every car in the game comes in lovely cop colors. There’s always the idea that more cars can come via post launch development all the time.
Thanks go to those of you who asked us questions via Twitter, and to Jesse for answering them. Need for Speed: Hot Pursuit comes to PS3 on November 16th.
Need for Speed: Hot Pursuit – Social Modes and EA Answers Your Questions
Posted by Jeff Rubenstein in criterion, EA, Featured Post, need for speed hot pursuit, PlayStation Games, PS3 on September 29th, 2010
Recently, the Need for Speed caravan rolled into town for a media/community event bringing PS3s loaded with Hot Pursuit, a free rap show, and the Boston Celtics’ Paul Pierce.
With the game only about 2 months away, the team from EA was eager to talk about the social elements of Hot Pursuit. Watch this video, then read my conversation with Need for Speed producer Jesse Abney, who not only answered my questions, but yours as well.
Jeff Rubenstein, PlayStation.Blog: How did Criterion end up at the wheel on Need for Speed: Hot Pursuit?
Jesse Abney, EA: Criterion’s a AAA developer of action-racing games, with many years of doing great designs, great innovations, and platform technologies – especially for PlayStation 3 and online connectivity. And they kind of just waited patiently for their turn to get the keys to develop their favorite Need for Speed – and revive Hot Pursuit. Hot Pursuit really is a milestone in the Need For Speed ethos of “grab an exotic car, pick an exotic location, and hit the pavement.” And that really is a core tenet of Criterion’s expertise. It was really their interest and their call to revive Hot Pursuit.
PSB: What fundamentally makes NFS NFS, as opposed to say, Burnout? Will elements of NFS: Hot Pursuit look familiar to Burnout vets?
EA: Need for Speed’s always been about licensed vehicles. Criterion made the call to throw back to Hot Pursuit… no distractions, no customization, no real performance tweaking. It’s all about car, pavement, location, the competition of the race, and in this particular game, it’s all about social connectivity.
Autolog is an innovation, really a step up from what we saw in Burnout [Paradise]. It’s a total social experience. Always connected, always exchanging information, and always establishing where you’re at in the product versus your friends.
And instead of the Blacklist like you saw in Most Wanted, Criterion has brought in the Blacklisted Speed Wall. Autolog Recommends is a facet of that, whereby it’s always listing where your friends are in their career versus your career, event for event, and giving you recommendations based on the scores you’re laying down both online and offline.
PSB: Criterion won over a lot of fans with its community involvement, and the feeling that the game stayed alive long, long after if came out, thanks to its “Year of Paradise” DLC and update rollout. Will that happen with NFS: HP?
EA: Absolutely. We give all the credit in the world to Criterion for really proving out this model at EA; doing telemetry gathering, and establishing which core features people are really attached to, what things we can go bigger on, and dedicating people to work on that 3, 6, even 12 months into a product’s life cycle. It’s no longer “ship and forget” for us; we really want the product to have a life, we want it to evolve, we want to continue to improve it. With such short development cycles, we really want that post-launch development to not only address potential problems, but also to improve gameplay features and modes. It’s an absolute commitment from the NFS franchise.
PSB: What have you learned about player behavior – especially in the multiplayer arena – that we’ll see in NFS: Hot Pursuit?
EA: They’ve been taking a ton of lessons from online telemetry gathering: what people love to play, how they compete, and how that metadata is conveyed online. We have a very in-your-face approach to the connected generation. And that is multiple points of data, always streaming in information, always giving the player updates through messaging. “I’m going to throw down the best time I can and all my friends are going to get this message,” and it’s going to challenge them to do it.
That’s the lessons, like the refinement of the experience, that Burnout really paved the way for. And Criterion has really been at the forefront for all of EA in a lot of ways in how they turn that data into actual gameplay feature sets. Hot Pursuit is really a culmination of all those lessons over the past 2 or 3 years, especially for the connected platforms.
PSB: Do you see the reach of NFS Hot Pursuit extending beyond those times when you’re on the PS3 to places like Facebook or Twitter?
EA: Absolutely, there’s interactivity based on Facebook Connect and other elements that they’ll be working on. You have a ton of connectivity through the web and then back to your platform. Don’t discount any medium that Criterion has at their disposal. They’re supporting the PlayStation Eye to do in-game captures of player profiles; fans of Burnout will remember that. Every action point in the race is capturable and uploadable via Autolog.
Question via Twitter (@Y_AlAnsari): Is Hot Pursuit gonna be like “NFS Underground” style? The one with all the blacklist stuff :D
EA: There’s aspects of the Blacklist. Criterion really wanted to bring in elements of both Hot Pursuit and Most Wanted. Instead of the Blacklist being a grouping of AI players, our Blacklist is your friends list. You’re ranking up through the friends that you have via the Autolog, event for event, and knocking your friends off of the Blacklist. So you’re actually racing against real people, not just NPCs.
Question via Twitter (@RustyFirestar): What types of events are there? The gameplay seems fun, but not varied.
EA: Criterion is a great studio for creating dynamic game modes, and the introduction of cops and racers at high speeds, and exotic cars and exotic locations, for us it’s a playground. What we have are online modes where it’s 4 vs 4 where 4 of your friends are playing a career as a cop, and they’re entering into a Hot Pursuit with 4 of your friends who are running careers as racers.
General categorization of race events aside, Hot Pursuit is not about drag racing, it’s not about drift racing, it’s kind of a culmination of all those elements of driving within an action-driving design.
Question via Twitter (@BenSDixon): I’d like to know what games they would compare the handling to and whether it’s like Burnout Paradise. (does real cars = realistic handling?)
EA: Criterion is not a company to design a real-world physics simulator. One of the core tenets of Need for Speed is that action-driving experience. You don’t need a drivers license to play this game. That said, these are cars built upon a real-world-style physics simulator, and then amped up for arcade action. So this isn’t that you need to know how to drive, that you need to hit the apex of a corner, it’s much more in the vein of Burnout. It really is an action-arcade, pick-up-and-drive experience.
Question via Twitter (@DMax901): How many cars will there be? And what will the Racer’s equipment be like? Thanks PS!
EA: Over 65 top-end exotics, and maybe a few real key surprises. There are cars in our game you’ll never play anywhere else. And Criterion’s done a great job creating a career as a cop, so every car in the game comes in lovely cop colors. There’s always the idea that more cars can come via post launch development all the time.
Thanks go to those of you who asked us questions via Twitter, and to Jesse for answering them. Need for Speed: Hot Pursuit comes to PS3 on November 16th.
Dead Space Extraction: Hands-on (and Limbs off) with PlayStation Move
Posted by Sid Shuman in dead space extraction, EA, PlayStation Games, playstation move, PS3, tgs10, visceral games on September 17th, 2010
EA’s Tokyo Game Show event was stuffed with more games than we could count, but when we saw the first playable build of Dead Space: Extraction running on the PS3 with PlayStation Move, Rey and I made a beeline for Visceral Games’ upcoming horror shooter. Dead Space: Extraction is a prequel to the original Dead Space, and chronicles the discovery of the dreaded Necromorph on Aegis VII by planetary colonists.
Playing Dead Space: Extraction on PlayStation Move makes for a fine demonstration of the motion controller’s precision and versatility. Aiming is quick and accurate with virtually no discernible lag: small, subtle movements of your wrists translate precisely on-screen, giving you the feeling of aiming with a computer mouse. One nice touch is how you twist your wrist 90 degrees to the left or right to flip your Plasma Cutter’s firing plane from horizontal to vertical, which can help you find the ideal angle for snipping off arms, legs, tentacles, and other protrusions of the vile Necromorphs. There are other weapons, of course, including a Rivet Gun and a Force Gun. The “wrist twist” will activate these alternate fire modes as well.
Using the PlayStation Move, you fire your current weapon with the T button (aka the trigger). Pressing the Move button activates a quick Telekinesis blast, which you can use to pick up ammo and items hidden throughout the environments — or use to hurl objects at the marauding Necromorphs. It’s your choice! Melee attacks are gesture based: you press and hold Circle, then rapidly slash back and forth to fend off nearby Necromorphs. Melee isn’t much use for inflicting damage, so think of it more as a way to dissuade nearby enemies.
Dead Space: Extraction running on the PS3 looked extra sharp in HD, with moody dynamic-lighting effects and a rock-solid framerate. This build of Dead Space: Extraction primarily showed off the Challenge mode, a survival-type arena where players can battle ever-toughening hordes of Necromorph grotesqueries. Dead Space veterans already know that strategically dismembering the Necromorphs is a valuable tactic, and this is doubly true in the Challenge mode if you want to beat your partner’s score. If you don’t have a PlayStation Move, Dead Space: Extraction will be compatible with the DualShock 3 controller (for you old-school types) and will also feature optional support for the PlayStation Move navigation controller, though it’s not required.
Dead Space: Extraction will ship on the Dead Space 2: Limited Edition Blu-ray disc on January 25th, and will be available separately as a PSN download. Once we land back in the States, we’ll sync up with the Visceral Games team to get a deeper look at Dead Space: Extraction on the PS3. Including, hopefully, some luscious new video. Stay tuned!



















