<![CDATA[Kotaku: ea dice]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: ea dice]]> http://kotaku.com/tag/eadice http://kotaku.com/tag/eadice <![CDATA[LocoRoco Music Makes Battlefield 1943 Better]]> Maybe not better — the game's already great — but better. "Yakety Sax", too.

癒し動画 「バトルフィールド1943 ロコロコ」 [オレ的ゲーム速報@刃]

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<![CDATA[Battlefield 1943 Review: Battling In The Pacific]]> EA DICE, the developers behind Mirror's Edge and Battlefield 1942, bring us Battlefield 1943, a PlayStation Network and Xbox LIVE Arcade downloadable first person shooter set against the backdrop of World War II's Pacific front.

This is the latest entry in the Battlefield franchise and the first downloadable-only console version. The shooter rolls out three Battlefield maps for ground and air action (Iwo Jima, Guadalcanal and Wake Island) and a newly unlocked airplanes-versus-carriers map Coral Sea on the XBLA Version. The map was unlocked when the 43 millionth kill was recorded — a feat the PlayStation 3 version should also achieve shortly.

Loved
Stripped Down FPS: EA DICE has limited the number of classes from five in the previous game to three. Also gone is the European front of Battlefield 1942. It gives the game a pared down feel, as if it's been whittled down to a point—a very sharp point. With fewer classes to contend with, new players can best suit their play style. That means there are also fewer variables for players to deal with, making it possible to focus on things like teamwork, how to best navigate the map, title's largely unforgiving and ultimately satisfying weapon targeting.

Air Strikes: In Battlefield 1943, a welcome addition is the ability to phone in pinpointed carpet bombing air strikes. It can be a game changer, and it adds another level of play, giving 1943 an extra layer of strategy.

Behind the Wheel: Simply put, driving is fun. The jeeps and the Japanese sedans in Battlefield 1943 drift a bit, which makes zipping around the island a blast.

Hated
Wait, M'kay?: For a game that does give players options on how they want to play it, Coral Sea pretty much does everything it can to remove those options. Two planes spawn on the deck of the aircraft carrier, and depending on how many players there are on your squad, you could spend game time just trying to get into a plane before your teammate does. (Sure, you can spend your time using an anti-aircraft cannon!) On the XBLA version, the map is selected by choosing Air Superiority in the menu, instead of Quick Match. The separation might be viewed as a hassle for some, but a blessing for others.

For those looking for a multiplayer FPS, Battlefield 1943 delivers and then some. The vehicles and dogfights mix gameplay up and keep things fresh. Perhaps the biggest compliment I can pay the game is that Battlefield 1943 made me want to get better — get better to improve my own score and skill, but also get better to help my team.

Those used to typical console shooters with forgiving auto-aiming might need to re-calibrate for 1943. Those that do will find the effort well worth the trouble.

Battlefield 1943 was developed by EA DICE and published by EA for the PlayStation Network and Xbox LIVE Arcade. Retails for US$14.99 and 1200 MS Points. Played for upwards of 15 hours.

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<![CDATA[Battlefield Heroes Recruits 1 Million]]> EA is quickly discovering the joys of free-to-play games as web-based Battlefield Heroes surpasses the one million player mark right out of the gate.

The cartoon version of DICE's award-winning combat sandbox game slipped quietly into open beta last month, and the lure of the word 'free' worked it's magic, bringing in the hungry, tired, huddled masses yearning for something they didn't have to pay for if they didn't want to.

"The team is really proud to have hit 1 million registrations at this early stage," said Ben Cousins, General Manager, Battlefield Heroes Team. "Creating a character and gameplay experience that is totally yours is what sets this game apart – your hero can be anything from a bazooka-toting pirate, a grenade-throwing ninja or even a mime assassin!"

Now that the reviews have begun trickling out and EA has seen fit to issue a press release, those numbers will only grow.

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<![CDATA["Small Team" Working On Mirror's Edge 2]]> Liked Parkour-inspired first-person action title Mirror's Edge? It's getting a sequel.

Patrick Soderlund, senior vice president at EA Games Europe, admitted to game site VideoGamer.com that Mirror's Edge was not perfect by any means and EA would have liked the game to sell better, but the company was moving forward with a sequel of the "risky" title.

According to the exec, "You will see another Mirror's Edge for sure. It's just a matter of when that time is and what we do with it. We have a small team on it and I'm excited about what we do."

Soderlund offered no further information about this previously unconfirmed sequel, nor did he offer a launch window for the title.

EA confirms ‘small team' working on Mirror's Edge 2 [VideoGamer]

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<![CDATA[Frankenreview: Mirror's Edge (PC)]]> While the console versions of EA DICE's ambitious first-person action adventure game Mirror's Edge might have slipped past the Frankenreview monster, the recently released PC version encounters no such luck.

The console version of Mirror's Edge, released last November for the Xbox 360 and PlayStation 3, may have received overall positive reviews, but multiple complaints marred what could have been the perfect game. Claims of shortness, difficult controls, and the general lack of freedom mingled with more obtuse arguments over the game's perceived innovation, sparking harsh arguments on forums around the internet.

Now Mirror's Edge is finally available for the PC gaming crowd. Let's see how the assembled critics of the internet put this version through its paces.

GameSpot
This is a modern-day iteration of an old-fashioned platformer, in which you're meant to play and replay sequences of jumps, grabs, and slides until you get them perfect, or at least perfect enough to continue. But unlike its ancestors, Mirror's Edge is more about speed and momentum, and when you can connect your moves in a flawless stream of silky movement, it's eminently thrilling and satisfying. Unfortunately, Mirror's Edge has a tendency to trip over its own feet, keeping you slipping and sliding blissfully along, only to have a tedious jumping puzzle or hazy objective put the brakes on.

Eurogamer
On consoles...Up and down were easy to master, but analogue directional control and DICE's reluctance to correct your course - even slightly - often snagged you, or left you to slowly, agonisingly draw yourself over the lip of a roof-edge, or sent you plummeting to your doom and the commiseration of a sympathetic checkpoint. Look down and you could see your feet. Look down and you wouldn't have time to look up again. Thanks to the mouse, not so on the PC. With the sensitivity at a decent level, a decade of twitching guns onto monsters rescues you from misjudgement.

GamersMark
The game falters when it comes to enemy interaction and combat. The enemy AI goes from incredibly unintelligent to tactical-genius in no time at all, though this steep curve can probably be attributed to the game’s five-to-six hour length. Still, it’s jarring when they go from missing you at point-blank range to picking you off from five stories below. Many times it’s best to simply avoid combat and run past the enemies, but the game does force it on you more and more frequently as it progresses. Disarming enemies can be fun, but also unreliable, resulting in needless deaths. And the gunplay itself is loose and unfulfilling, which is a shame since the core mechanics are so inspired.

IGN
With the PC version you do get a few extra features, the majority of which are expected. You can use a mouse and keyboard or Xbox 360 controller for instance, and the former turns out to work pretty well, as we used it to play through the whole game as well as log some decent runs in a few of the time trial modes. There's a standard array of video options such as anti-aliasing, texture and graphics quality, and resolution settings, as well as a toggle for PhysX effects. Turning this on populates the world with flowing banners, billowing plastic and fabric, as well as a number of other flashy effects that most definitely enhance the visual appeal of the world.

VideoGamer
There are times in Mirror's Edge when you'll be frustrated, replaying a section for the umpteenth time with no solution in sight, but persevere; Faith always has a way out - you just have to find it. Combine a thoroughly entertaining single-player campaign with a stunning and challenging time trial mode and you'll soon forget that you managed to run through the story in six hours or less. There's depth here that you'll only discover hours into time trialling a single stage, and as we said, no other game in recent memory comes close to being as cool. We can't wait to see what Faith gets up to next.
Sounds like the keyboard and mouse made a world of difference.

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<![CDATA["Just Kick A Guy In The Nuts And Take His Gun"]]> Mirror's Edge may have shooting, but it's not shooting game. Main character Faith is agile, but fragile and vulnerable. If she's going to leap across a huge space in buildings, she can't do it with a gun. Faith needs to put it down, first. Website Kikizo asked developer EA DICE if it considered letting players throwing the gun across the gap to use later. According to the game's producer Manuel Llines:

Not really. The key thing in the game is that... We're maybe taking another sort of leap there, and saying "you know what, she's a runner, she really has no reason to do that." Because she doesn't know what's going to happen there, and the odds are that, as she's a runner, she's going to have to do that. And it would just be gimmicky for people who shoot better...

Just kick the guy in the nuts and take his gun next time there's a guy with a gun. Because at the end of the day, if you need a gun, there's always another guy with a gun. You can just snatch it.

Killer game mechanic: Kick dudes in the nuts over and over and over again. It's the simple pleasures that really matter.

Mirror's Edge Interview with EA DICE [Kikizo]

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<![CDATA[Bad Company Conquest Mode Coming This Week]]> EA DICE is making good on the promise of free DLC for Battlefield: Bad Company they made back in April of this year, introducing an all-new game mode to mix things up for players this Thursday. conquest Mode, first seen back in Battlefield 1942, pits two opposing teams against each other in a race to deplete the other team's tickets. Killing an enemy takes off one ticket, while capturing and holding certain objectives can be a major drain on the opposition. While it's only slightly different from the Gold Rush mode that came with the game - it plays out on the same maps - it does add just a bit of variety to the game's already rich multiplayer experience. Plus, you finally have an excuse for just wandering all over the map killing random people instead of going after / protecting the enemy's gold.

Look for the update this Thursday for both the Xbox 360 and PlayStation 3 versions of the game.

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<![CDATA[The Magical Disappearing Battlefield: Bad Company Stats]]> Battlefield: Bad Company players around the world just about had a heart attack last night as they logged onto the game to discover their ranks, unlocks, and medals had all been completely reset. Purchasers of the Gold Edition of the game even found that their five very special guns they got for paying an extra $10 had disappeared. Oh no! What are we to do when our stats are erased!?

In the words of the greatest literary mind of our time, don't panic.

My stats were down last night as well, and when I logged into the game just a half hour ago, everything was back to normal. This was an issue that occured on a regular basis with Battlefield 2, and we can probably assume that it will happen on and off with Bad Company as well. The servers go down, and when they come back up it takes time for all of the stats to return. You didn't really think EA DICE would screw up that big, did you?

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<![CDATA[Battlefield: Bad Company Review: Going For The Gold]]> I've always been of two minds regarding EA DICE's Battlefield series. While I've enjoyed countless hours finding creative ways to destroy my fellow players in gigantic military conflicts, overall the games lacked a certain charisma. The sort of personality and immersion that can only come from having experienced a compelling backstory to the conflict you're involved in. Just like the Metal Gear Online experience is enhanced by playing through MGS4, Battlefield needed a story mode to add a little life to the party.

Battlefield: Bad Company addresses just that issue, adding a full single-player experience to the Battlefield series, complete with colorful characters and questionable moral choices on top of the usual multiplayer mayhem. It's uncharted waters for EA DICE – lets see if they sink or swim.

Loved

Story Time: The single-player story mode isn't just a humorous chance to collect weapons and escape inept multiplayer teammates. It's effectively the best Battlefield tutorial ever, familiarizing you with the weapons and mechanics of the game before you even fire a single online shot.

Real Characters: Your single-player teammates might not be the most helpful rag-tag band of misfits, but at least they're entertaining. Monster truck-loving Haggard and Steve Buscemi-channeling Sweetwater are definitely two guys I'd love to hang with.

Go Your Own Way: The sandbox nature of the game's single-player levels make for a wide variety of ways to get from point A to point B. Want to sneak through the forest on foot? Go for it. Prefer to follow the main road in a heavily armed and armored tank? Knock yourself out. Even levels that see you piloting a tricked-out gold helicopter could theoretically be tackled by landing the copter early on and hoofing it. This makes for tons of replay value.

Ultimate Destruction: Nearly everything in Bad Company blows up real good. Buildings, sandbags, crates, etc. are only cover until hit with the right amount of firepower. Blowing away a wall with a rocket launcher to reveal the delicious candy center (and shoot them) never gets old.

Massive Multiplayer: Battlefield multiplayer has never been quite so entertaining. Splitting up large teams into four-man squads was a brilliant idea, and when your teammates are really communicating and coordinating the gameplay really shines.

Unlockable Arsenal: I really enjoyed the fact that leveling up in multiplayer gives the players unlock points, allowing them to choose which items and weapons they want to add to their arsenal as they grow. Do I want to start off with the devastating ability to call in air strikes, or should I go for the simple survivability added by the health injector? A variety of player builds leads to variety on the battlefield, which is good.

Hated

Implausible Healing: The military has a syringe you plunge into your chest that constantly brings you up to full health? Why haven't we taken over the world yet? The healing mechanic is a bit ridiculous, and coupled with the fact that you respawn exactly where you die in story mode makes the single-player game far too easy.

Real Dumb Characters: Your AI teammates in single-player are relatively useless. This isn't a squad-based game by any means, but I would have liked to think they had my back. Instead it felt like I was completely carrying them the whole way. They should have allowed me to shoot them all and take the gold for myself at the end of the game. After all, I'm the one who earned it.

My only other real qualm with Battlefield: Bad Company is the lack of any kind of co-op mode for single-player. With B Company comprised of four guys I would have liked to get my friends in on the action, but I can't really hold this against DICE. They've only just gotten the hang of the single-player experience. Maybe next time. Otherwise I found the game to be one of the more enjoyable FPS experiences I've had in quite awhile, both online and off.

Battlefield: Bad Company takes the established multiplayer excitement of the Battlefield series and adds a compelling single-player experience to create one of the most enjoyable installments of the franchise since the original.

Battlefield: Bad Company was developed by EA DICE, published by EA. Released on June 23rd on PlayStation 3 and Xbox 360. Played single player campaign to completion at normal difficulty, rose five ranks in multiplayer.

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<![CDATA[Mirror's Edge In Motion]]> EA Dice revealed this new teaser video for their parkour inspired game Mirror's Edge today at the Sony PlayStation Day in London, and the game looks even better in motion that it does in still life. That this woman can manage all of this acrobatics and still shoot a guy while falling backwards without blowing off her crotch is simply amazing to me. I just hope there's an option to turn off the breathing noises, as I could see that getting extremely annoying within a couple hours minutes of gameplay.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=387711&view=rss&microfeed=true