<![CDATA[Kotaku: ea la]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: ea la]]> http://kotaku.com/tag/eala http://kotaku.com/tag/eala <![CDATA[Confirmed: EA Closes Pandemic Studios, Says Brand Will Live On]]> Early this morning we broke the news that Electronic Arts planned to close down Pandemic Studios, laying off 200. Now we have confirmation.

An internal Electronic Arts memo confirms that Pandemic Studios was shut down today with a "core IP team" being moved to Electronic Arts' Los Angeles office. Among those let go were the studio's top three employees: Andrew Goldman, formerly the studio's CEO; Josh Resnick, formerly the studios president; and Greg Borrud, vice president of product development

"I want to make it clear that the Pandemic brand and franchises will live on," Nick Earl, EA Games Label Senior Vice President, wrote in the memo. "In the months ahead, we will announce plans for new games based on Pandemic franchises.

"This type of change can be difficult. But the situation calls for us to act decisively, to take control of our destiny and to run a stronger, more focused development operation. That's how we will continue to make great games in our LA studios."

Earl said that the move was made to "improve our cost structure, ensure quality and build schedule integrity for this studio."

Electronic Arts confirmed that about 200 people were let go.

Pandemic was formed in 1998. Following on the success of Full Spectrum Warrior, Mercenaries and Star Wars: Battlefront, they were purchased in 2007 by Electronic Arts.

After the purchase Pandemic released a succession of lacklustre sequels culminating in the cancellation of the costly Dark Knight game, which resulted in the closure of Pandemic's Brisbane studio.

These cuts appear to be part of EA's latest cost-cutting measures which includes the elimination of 1,500 jobs, cutting a dozen in-development games and closing "several facilities." According to multiple sources, those cutbacks include studios like Pandemic, Maxis and nearly the entire Command & Conquer team.

We first heard of the Pandemic layoffs a week ago. The same sources told Kotaku that the team working on Command & Conquer 4: Tiberian Twilight was warned of its fate last week, with almost the entire team expected to be let go after the real-time strategy game ships some time in 2010.

Also said to be affected heavily are Spore and former-Sims studio EA Maxis, social network gaming acquisition Rupture Studios, and Mercenaries and The Saboteur creators Pandemic Studios LA. Those development studios are said to be hit with substantial layoffs, according to a source, with remaining employees relocated to EA headquarters in Los Angeles and Redwood Shores.

EA is rumored to have already laid off staff at Tiburon, Mythic Entertainment and Black Box, reports which the company has yet to confirm.

The closing of Pandemic Studios is the latest in a long line of acquisitions and then closures or "integrations" in the company's long history. Over the years EA has acquired and later closed or absorbed employees from Origin Systems, Bullfrog Productions, Black Box Games, Maxis, Westwood Studios and Pandemic's Brisbane, Australia and Los Angeles locations.

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<![CDATA[Needs More T]]> Pic by me, idea by Russ@UGO.

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<![CDATA[PS3 Red Alert 3 Might Be Worth The Wait]]> PlayStation 3 owners looking to get their hands on Red Alert 3 have been a patient bunch. And their patience looks to have been rewarded with a superior version of the game.

Along with a bunch of free stuff that was only previously available to those who picked up the special edition of the PC version, EA have revealed that the PS3 version of the game looks better than the 360 one, a rare treat for games that are essentially "ported" over from Microsoft's console.

See, rather than rush out a sub-par PS3 version like some other developers have been known to do, EA delayed Red Alert 3 so they could get to grips with their PS3 dev kits and actually do the version right. Which looks to have paid off, with everything from the colour palette through to water effects and the detail on the units themselves looking better on PS3 than 360.

The PS3 can do amazing things. We've seen this on many of the system's exclusive titles. We've also seen amazing things on games that were developed with the PS3 as the lead system (like Burnout Paradise). It's nice to finally see a third-party developer taking the time to make sure games originally developed for the 360/PC can look amazing, too.

EA Reveals PS3 Red Alert Changes [1UP]

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<![CDATA[Red Alert 3 - PS3 Owners 'Will Be Very Pleased']]>
EA LA may initially have recoiled in shock at the “very exotic and tough to develop for” PS3 but, now they have a had a few months to get the 360 and PC versions out of the door, EA have taken another look at their PS3 code and have decided to give things another try.

“We're looking at doing some really cool things with the PS3 version,”C&C TV presenter David Silverman told VideoGamer, “ Since it is shipping later we're putting in a lot of cool content and really taking advantage of both the 1080p nature and the high-defness of Blu-Ray and also the fact that it can hold just so much more space.”

Silverman would not confirm a release date, but promised that “Bide your time and you'll be very pleased.”

EA: PS3 Red Alert 3 back on [VideoGamer]

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<![CDATA[Why Are EA Still Using FMV And Actors In 2008?]]> Aside from the obvious reasons (see above), it's a good question! One that we were kicking around only a few weeks ago. In this day and age of fancy polygons and rendered sequences, why do EA still insist on littering their Command & Conquer games with full-motion-video cutscenes? Aren't they relics of the 1990s?

Not at all, says EA's Greg Kasavin:

There aren't a lot of games with live action video anymore. And in this game in particular, I think we did a lot more than the previous games to inject it into the gameplay.

It's not just this thing that's off to the side, where you play a mission, you watch a video, and so on, especially since you're playing with these co-commander characters.

Hopefully it will help pull the whole experience together again in a unique way to make this game not just stand out from other RTS games, but from other games in general.

Keep on keeping on, EA, the world needs more hammy live-action cutscenes, not less.

Red Alert 3 - Why The Actors? EA's Kasavin, Ajami Explain [Gamasutra]

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<![CDATA[EA Axes Tiberium For Not Meeting Standards]]> Following word in July that EA's Command & Conquer-based squad shooter, Tiberium was getting shifted back to 2010, comes word that the game has been officially killed and some staff let go, the publisher confirmed with Kotaku today.

Kotaku obtained a copy of the internal memo sent to staff earlier today outlining the reasons why the game was axed. In the memo Mike Verdu, of EA LA, says that the game would not be able to get up to snuff given the amount of time and resources left in the production cycle.

The memo goes on to state that several people on the team had to be released.

" We will make every effort to place affected individuals on projects within the studio – and where that isn't possible, to connect them with opportunities in other teams at EA."

More interesting is the fact that Verdu calls for this decision to serve as a warning for future projects.

"The quality bar has been raised. Now we need to step up our focus on great design and execution, catching any problems early and correcting them quickly."

While Electronic Arts declined to comment on the memo, they did verify that the game has been killed.

"EA has suspended work on Tiberium effective immediately," said Mariam Sughayer, EA spokesperson. "The game was not on track to meet the high quality standards set by the team and by the EA Games Label. A lower quality game is not in the best interest of the consumers and would not succeed in this market.

"This decision will result in some individuals being released. However, EA will make every effort to place talented people on other projects. Eligible employees will receive severance and outplacement support."

Sughayer added that EA LA is home to several units of the company including EA Mobile, EA Casual Entertainment Headquarters, EA’s Global Online group and others. At the EA Games Label studio in that facility, developers there are creating Command & Conquer Red Alert 3, a series of titles in development with Steven Spielberg, and other games which have not yet been announced.

And for those interested, here's the full memo:

It is with a heavy heart that I announce an end to all work on Tiberium effective immediately. I've consulted with Nick Earl and Frank Gibeau at the EA Games Label and together we have reached the conclusion that given the time and resources remaining, we will not be able to deliver this product to an appropriate level of quality.

The game had fundamental design challenges from the start. We fought to correct the issues, but we were not successful; the game just isn't coming together well enough to meet our own quality expectations as well as those of our consumers.

Unfortunately, this action will result in several individuals on the team being released. We will make every effort to place affected individuals on projects within the studio – and where that isn't possible, to connect them with opportunities in other teams at EA.

This is the right move for the studio and the company, but it's particularly hard for me because of the impact it will have on our people. Many individuals contributed their time and talents to this game. I spent time in the trenches with them and I was continually impressed by their work.

Moving forward, we need to make sure this doesn't happen again. I believe we are already doing a better job of engineering success in from the start. The quality bar has been raised. Now we need to step up our focus on great design and execution, catching any problems early and correcting them quickly.

We will strive to live up to our values: To make great games, treat people right, keep our commitments, and grow our business.

_______________________
Mike Verdu
EA LA
5510 Lincoln Blvd
Playa Vista, CA 90094

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<![CDATA[Red Alert 3's Cocktail Menu]]> Set up outside the Spore and Command & Conquer Red Alert 3 viewing rooms at Electronic Art's pre-E3 event last week was a little red bar complete with Russian beers, lots of vodka and this drink list. Unfortunately, the list didn't include the ingredients for the all-crimson drinks.

Hammer & Sickle
Drop the hammer into this cool cocktail.

The Kirov
The pride of Russian, stirred with crimson juice.

Red October
A refreshing rum cocktail with a hint of cherry.

Lenin's Tomb
A nonalcoholic punch for our moderate comrades.

I stuck to the beer.

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<![CDATA[Boom Blox Review: Explosive Casual Play]]> Boom Blox is an odd creation. It's a casual game created with the help of a director known for the stories his movies tell. So what happens when Stephen Spielberg teams up with Electronic Arts to make a game for the Wii? Lots of explosions of course. The game has you throw, grab, shoot and explode "blox" in such a myriad of mind-bending puzzles that you might actually forget you're playing a "casual" game. Boom Blox includes ways to play with friends or on your own, through a story or just for fun.

But is it all of that enough to shake off the stink of Wii shovelware and live up to the expectations of a game created by the man behind E.T., Jaws and Raiders of the Lost Ark?

Loved
Eclectic Gameplay: With more than 300 levels, a myriad of ways to play (from blasting and throwing to pulling and stacking), Boom Blox is a virtual toy story of Wii gaming. Each facet of the game manages to deliver, with little to none of the technical issues that have marred other remote-heavy Wii titles.

Great Character Design: What's a game without character? While Boom Blox is loaded with plenty of entertaining character design, it's in the adventure mode that the funky characters really shine. The four themed worlds were "creatively directed" by Spielberg himself and some of the sizzle seems to have made it through the process. Also, it's hard to go wrong with mini-fig like monkeys, cows and kittens in my book.

Deep Pick-Up and Play: None of the many games and modes in Boom Blox are hard to understand or to master, but the level of depth, the sheer number of puzzles included in the game are staggering. Many may take you only a minute or two to whip through, but all of them are satisfying.

Level Editor: The game's mix of multiplayer, single player, co-op, competitive, story and play is nicely augmented with a surprisingly innate level designer that, once the game is fully played through, grants you access to just about everything you come across in the packaged game. Building levels in the editor is so quick and easy to test out that it's almost as fun as playing them.

Sense of Fun: Boom Blox is a charming toy, a game imbued with a sense of fun that somehow makes it greater than it's many parts.

Hated
Weak Co-Op Gaming: After playing through the addictive adventure mode, I was looking for a similar experience to share with my son. Unfortunately I didn't get one. The co-op levels felt more like something meant for training or to show off the tech than for fun.

Shallow Competitive Gaming: While a bit better than co-op, the game's relatively shallow competitive mode feels like what I thought Boom Blox was going to be before I played it: A one trick pony.

Gimped Level Sharing: There's nothing more disappointing then being given a surprisingly robust tool with which to create your own fun and then being told you can't really share it with many people. Boom Blox level sharing relies on the Wii's innately flawed online support, which is so protective it throws down roadblocks to fun. In this case, you can, at least for now, only share them with a select group of friends. Perhaps a new channel will pop up on the Wii for level sharing down the line, but until then it's not very useful.

Boom Blox is, at it's heart, a puzzle game; you have to move, blow-up or shoot away blox to score points, save little blox characters, or defend buildings, but with so many different things to do and so many different ways to do them, it's easy to forget that. Add to the absurdly large number of puzzles and modes the game's four adventures, each with its own story and distinct look, and you've got a game that's sure to entice.

While Boom Blox isn't without its issues and moments of tedium, the main thing that prevents this title from realizing its full potential is the lackluster multiplayer. A game about fun should make multiplayer a top priority, not something that feels so tacked on.

Boom Blox was developed by Electronic Arts LA, published by EA and was released on May 6. Retails for $49.99. Available on Wii. Played single player Adventure mode to completion. Played single player Explore and all multiplayer modes and tested level creation.

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<![CDATA[C&C3 Patch Hits]]>

Week one, patch one. This is becoming the norm, it seems, for PC games.

This week, Command & Conquer 3 Tiberium Wars gets v1.1 patch.

Here's the fixes via Gamers Hell.

Exploits Scrin Mastermind's Teleport Units ability maximum range reduced. GDI Engineers, Nod Saboteurs, and Scrin Assimilators can no longer capture structures when under the effects of the Scrin's Phase Field support power.

Optimizations
Improved video playback on low-end system configurations.

Balance Changes
Scrin Storm Column cost / build time increased to 3,000 credits / 30 seconds.
Scrin Buzzer health reduced to 75 and weapon damage type changed to SNIPER.

Bug Fixes
Fixed an error that would occasionally result in a crash in Nod vs. Nod matches on the multiplayer map Deadly Sertao.
Fixed issues with automated map transfer feature in multiplayer.
Fixed an error that would sometimes cause a Commentator's telestrator drawings to not erase as intended while viewing BattleCast replays.
Fixed issues with replay file playback.
Fixed placeholder text and chat log errors with the Comrade in-game chat window.

Other Changes
Fixed an error in README.txt file regarding location of saved game files in Windows Vista; added references to EA Link version of the game; added disclosure about in-game advertising (Note: the EA Link version of the game ships with this updated ReadMe file).
References to Nod's "Avatar Warmech" unit have been changed to "Avatar".

Blue's News points out that the C&C team is already hard at work on patch 1.2 which will be the first "major" patch with balance changes, bug fixes and, thankyouverymuch, added maps.

C&C 3 Patch [Blue's News]

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<![CDATA[Kucan to Reprise Kane Role for C&C3]]>

If this was about any game but Command & Conquer 3: Tiberium Wars I probably wouldn't have bothered posting, but anything that has the words Command and Conquer in it gets me all hot and bothered.

EA LA announced today that Joe Kucan, the actor who has played the character Kane in all of the Command and Conquer games, will once more be playing Kane.

Fortunately, EA threw in a little bit of interesting background on the game's plot as well to keep my interest. I slapped the full press release on the jump.

EA Los Angeles (EALA) is thrilled to reveal today that Joe Kucan, the original actor who portrayed the character Kane in Command & Conquer (C&C) games over the last decade, is reprising his role as the megalomaniacal leader of the Brotherhood of Nod (Nod) in Command & Conquer 3 Tiberium Wars (C&C 3). Kucan will appear in an array of high-definition, live action video sequences that seamlessly tie the game's epic story together. These full-motion video sequences will also feature an unparalleled, diverse cast and will help bring the story behind the Tiberium Universe to life.

"Kane lives indeed!" said Joe Kucan, the actor who originated the popular villain over a decade ago. "I am looking forward to capturing the imagination of a whole new generation of C&C fans and the series' avid supporters. EALA has done some amazing work, and I am truly honored to be back in the Brotherhood."

About C&C 3
March, 2047. A massive nuclear fireball explodes high in the night sky, marking the dramatic beginning to the Third Tiberium War and long-awaited return of the most groundbreaking Real-time Strategy franchise (RTS) of all time.

The critically-acclaimed C&C series returns with C&C 3. Setting the standard for the future of RTS gaming once more, C&C 3 takes you back to where it all began—the Tiberium Universe.

In 2047, Tiberium has blanketed the Earth, which is now divided into zones based on the level of Tiberium infestation. Pristine Blue Zones represent 20% of the planet's surface and are the last refuge of the civilized world. Partially habitable Yellow Zones make up 50% of the planet's surface; most of the world's population lives in these war-torn and ecologically ravaged areas. The remaining 30% of the planet is uninhabitable, a Tiberium wasteland swept by violent Ion Storms. Red Zones are like the surface of an Alien planet.

The infamous Kane has returned to lead the Brotherhood of Nod in a massive global assault on the Global Defense Initiative and the few remaining Blue Zones left on the planet. Only you can stop him. The fate of humanity - and the planet - is in your hands.

Featuring state-of-the-art, next-generation graphics, an epic story with live action, full-motion video sequences, and the classic fast-paced C&C style of play, C&C 3 sets the standard for the single player RTS experience. When you decide to test your skills online, a suite of truly innovative features, such as the ability to transform online battles into a spectator sport, unfold.

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<![CDATA[E306 Videos: Shigeru, Moore and Young]]> Just in case you missed it, here's a wrap-up of some of the better video interviews we did during E3. The interviews include Shigeru Miyamoto talking about DS/Wii connectivity and how the 360 can succeed in Japan; Peter Moore talking about the PS3 price and innovation; EA's Neil Young talking about video games as art and the company's plans with Spielberg; and a look at the man behind Wario Ware. —Brian Crecente

Video Shigeru Miyamoto Interview
Peter Moore Talks PS3
Neil Young Talks Spielberg and Wii
Neil Young Talks C&C and Evoking Emotions
Neil Young Talks EA Culture
Wario Ware Director Opens Up

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<![CDATA[Video E306: Neil Young Talks EA Culture]]>

In the final part of my interview with Neil Young, the EA LA studio head talks about his job, the culture of EA and the future of the industry. I was impressed with Young's take on game development and the need for gaming to think outside the box. Kotaku and EA have had a few run-ins over the past year, but Young has always been professional in his dealings with us and his ability to do a video interview says a lot about him. Oh, and he says he loves the site.

Make sure to check out part one here and part two here. —Brian Crecente

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<![CDATA[Command and Conquer 3 Coming Soon?]]> Planet Command and Conquer (what better source for C&C rumors?) has a scan of the cover of the upcoming issue of PC Gamer which appears to be made up nearly entirely of the words Command and Conquer 3.

The cover is supposed to be for the June issue of the mag.The comments bin for the photo are abuzz with all kinds of fancy rumors. Here's a couple:

The game will be set in the Tiberium Universe.
The game will be serious.
The game was developed by EA LA.

The rest of the rumblings are way too inside baseball to really post about. Check out the site and the forums if you want to discuss which timeline the game might be in and whether Joe Reprise will reprise his role as Kane.

Picture of the Day [PlanetCNC]

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