Fresh off a successful E3, Producer Jesse Abney sat down with EA.com to talk about the upcoming Need for Speed SHIFT, shipping this fall on PC, PLAYSTATION 3, PSP, and Xbox 360. Read on to learn more about one of the most ground-breaking entries in the legendary Need for Speed franchise.
Q: What’s the concept behind the game and how did it come about?
A: Need for Speed SHIFT is all about the true driver’s experience. The game replicates the true feeling of racing high-end performance cars like never before. Players are thrust into the heart of the action with immersive and exciting features including a stunningly realistic first-person cockpit view camera and an all-new crash mechanic, providing an unrivaled sensation of the speed and feeling of racing a car on the extreme edge of control. Players are rewarded for the way they drive--from moment to moment and from race to race whether you’re online or playing through your career.
Q: How does Need for Speed SHIFT differ from other titles in the franchise?
A: One of the features that Need for Speed SHIFT really delivers is the feeling of being behind the wheel. Yes, first person has been done before in other racing games but not to the level of sophistication that Slightly Mad Studios has created. Need for Speed SHIFT uses real-life forces and several mechanisms to communicate the feeling of actually driving a real race car. The player’s head is affected by G-forces that result from heavy breaking, accelerating and cornering. We’ve also added a depth-of-field effect the shifts the driver’s focus depending whether they are speeding up or slowing down. The subtle details are also very important to reinforce the tension and the emotions of racing. For example, the driver’s grip on the steering wheel changes depending on the situation you are in.
There is also an all-new crash dynamic that is a combination of exciting and disorienting screen effects and audio. When the player hits a static object or opponent car, they should feel somewhat hindered by the experience—I liken it to being shot at or a grenade going off in a modern first-person shooter.
Q: What are some of the premier cars we can expect to see in the game?
A: Need for Speed has a long tradition of featuring some of the world’s top cars. With nearly 70 cars available in Need for Speed SHIFT, there’s a ride to suit every player’s taste and driving style. Some of the premier cars in the game include the Lamborghini Reventón, the Bugatti Veyron, and our hero car, the BMW M3 GT2.
Q: What can you tell us about the hero car?
A: The BMW M3 GT2 is a one-of-a-kind race car that competes in American LeMans Series. Without a doubt this spectacular cover car is one of the fastest, most powerful cars ever to be featured in a Need for Speed game.
Q: What's the one thought/feeling about the game you want people to come away from E3 with?
A: Need for Speed SHIFT is the most intense and immersive racing game ever. From perfectly modeled cockpits to an ultra-realistic physics engine, players will feel every bump as they race around some of the world’s top tracks. Plus, our driver profile system analyzes a player’s driving style to create rivalries, trigger specific challenges and even unlock vehicles and customization options for an even more amazing racing experience.
Marketing Manager Phil Marineau takes you to Hell and back in this Q&A session for Dante’s Inferno. The upcoming title from EA’s Visceral Games studio is based on the same game engine as the award-winning Dead Space and promises some epic monster-slaying action in the depths of the underworld.

Q: What, roughly, is the story of Dante’s Inferno?
A: Dante’s Inferno is an epic tale of vengeance and redemption through the nine circles of Hell. It’s based on the immensely influential 14th century poem. In the game, you are Dante, a veteran of the Crusades who must chase his beloved Beatrice and try to free her soul from Lucifer’s grasp. As your pursuit takes you deeper into the pits of Hell, you must battle ever more fierce and hideous monsters--while also facing your own sins, a dark family past, and your unforgivable war crimes.
Q: How was the decision made to base a game on a centuries-old book?
A: When you read the poem, Dante maps out hell in a way that plays out perfectly as a level-based video game. He progresses the story through the nine circles of Hell--Limbo, Lust, Gluttony, Greed, Anger, Heresy, Violence, Fraud and Treachery--to face the ultimate boss battle with Satan at the end.
Q: What are some of the game’s highlights in terms of action or game modes?
A: The scythe combat is awesome. Dante uses Death’s scythe as his primary weapon, and with it he becomes a master of brutal melee combat and fends off the monsters and minions of Hell. He also has a cross given to him by Beatrice that gives him holy powers, and he acquires the powers of Hell by defeating certain monsters. He can use those powers against the creatures, and he can also tame, ride and control giant monsters of Hell.
Q: How would you describe the game’s unique visual style?
A: With the help of many great artists like award-winning artist Wayne Barlowe, we created a different look for each of the nine circles of Hell and its inhabitants; so while the game overall has a cohesive visual style, each level and its monsters also look unique. One thing that ties everything together visually is this very cool smoky, inky atmosphere. The effect is very hellish--not in a fire-and-brimstone sense, but more one of the depths of sorrow and despair.
Q: What's the one thought/feeling about the game you want people to come away from E3 with?
A: People are going to walk away with the sense of “epicness” in the game. From crossing the Styx Marsh, to battling through the wedding courtyard of Anger, to approaching the city of Dis on top of Phlegyas and breaking down the city walls, every moment in the game gives a sense of grand scale and epic battles.
Q: What else should people know about Dante’s Inferno?
A: You can always get cool insights and updates on our day-today progress by following us on Twitter at danteteam or on Facebook under The Dante’s Inferno Team. Also, mark July 2nd on your calendar--that's when we’re showing the first live gameplay on Game Trailers TV.

Lead Designer Mike Laidlaw sat down with EA.com to answer some questions about the upcoming Dragon Age: Origins, the latest undertaking from BioWare, makers of Mass Effect. The epic tale of violence, lust and betrayal is BioWare’s deepest story to date, more than seven years in the making.
Q: What was the concept behind the creation of Dragon Age: Origins?
A: In Dragon Age: Origins, you are a Grey Warden, one of the last of an ancient order of guardians who have defended the lands throughout the centuries. Now you are tasked with uniting the shattered lands and stopping the rise of endless hordes of the twisted darkspawn and their leader, the Archdemon--who just happens to be a giant, ferocious dragon. Betrayed by a trusted general in a critical battle, you must hunt down the traitor and bring him to justice.
As you fight your way towards the final confrontation with the Archdemon, you’ll have to face monstrous foes and engage in epic quests to unite the disparate peoples of a world at war... and who knows, play your cards right and you may even be properly rewarded for your efforts...
Q: This game features an incredibly rich story—where did it come from and how did it evolve?
A: BioWare has an experienced team of talented designers and writers who have spent years building the world, developing the characters and crafting a story around the epic themes of violence, lust, and betrayal.
Q: The game is said to have very broad appeal—what accounts for that?
A: Dragon Age: Origins is a dark, mature, fantasy experience. It offers all of the cool aspects of fantasy such as magic, dragons, and badass warriors, without any of the overdone elements. You’re not going to see elves prancing along in little green tights in this game. Instead you’re going to see a hell of a lot of violence, some lust, and a whole lot of options for you to decide how your game plays out in what is easily one of the best stories ever experienced in a video game.
Q: Part of the game is about making tough decisions—how does that play out in-game?
A: The game is littered with choices and ways you can shape the game experience. In fact, we were talking around the office and we figured out that you’d have to play the game something like eight times all the way through to see all of the content in there! With so many choices and ways to make this game a unique experience, we really wanted to make people struggle emotionally and morally with the choices they are going to have to face. There is no Good/Evil slider to help guide you, or let you know if you made the correct choice. There is no correct choice to make in Dragon Age: Origins. Each choice you make will have rewards and consequences. The only gauge you have when playing this game is whether or not you can look at yourself in the mirror after you’re done playing.
Q: What's the one thought/feeling about the game you want people to come away from E3 with?
A: We want people to fully realize that Dragon Age: Origins reinvents fantasy and it is something that you must experience first-hand whether you own a PC, PLAYSTATION 3, or Xbox 360.
The line for the Microsoft Press Conference was crazy! After waiting in line for about an hour, the doors opened the doors for the USC Galen Center and the sea of humanity scrambled for their assigned seating.
Microsoft has been pretty quiet with their title lineup. The briefing starts with a video trailer for the upcoming game, The Beatles Rock Band. This title is shipping on 9.9.09 to coincide with the digitally re-mastered release of all thirteen albums from one of the most popular and well-known bands in music history.
But that was just the beginning.
Just as you thought things were slowing down, the Harmonix team came out to perform a song and did an amazing job of showcasing the game’s new three-part harmony feature. The group did an amazing job using the instruments that come with the game which include:
* John Lennon’s Rickenbacker 325 guitar
* Sir Paul McCartney’s trademark Höfner bass
* George Harrison’s Gretsch Duo Jet guitar
* Ringo Starr’s drums with classic black oyster pearl finish and Ludwig-branded Beatles kick drum head
After this rocking performance, the audience we blessed with a special treat of the appearance of Yoko Ono-Lennon and Olivia Harrison, the widows of Beatles John Lennon and George Harrison. But that wasn’t all, for an additional pop, Sir Paul McCartney and Ringo Starr, the last two members of the group, were called on stage to give us their impressions of the game and were met with much applause.
If this game wasn’t on your wish list, it should be by now. You can pick it up this Fall for the Xbox 360, The PlayStation 3and the Nintendo Wii.
If you're a child of the 80's, the idea of a game based on one of the most beloved cartoon franchises is a dream come true. With a tie in to the upcoming film, GI JOE: The Rise of Cobra, we sat down with Sr. Product Manager Jason Enos to get an inside look at the making of the game prior to it's showcase at E3.
Electronic Arts: How did EA come to acquire the rights to a G.I. JOE game?
Jason Enos: In 2007, the EA forged a long-standing strategic partnership with HASBRO. This partnership has enabled us to bring the popularity and breadth of HASBRO board games and toy brands to all forms of interactive entertainment, such as videogames, connected console, Pogo.com, mobile and more! We were aware that a new G.I. JOE movie was in development and everybody in our group were big fans of G.I. JOE growing up. With the HASBRO partnership in place, it was only natural that we collaborate together on bringing a new G.I. JOE videogame out in time for the movie.
EA: How closely does the game tie into the upcoming film?
JE: When we first sat down to discuss the direction for a game, we recognized the importance the new movie would have on introducing G.I. JOE to entirely new audiences. At the same time, however, we knew that G.I. JOE had a tremendous history and fans spanning over 45 years and counting! Rather than follow the typical route of the game retelling the exact storyline of the movie, we thought it would be more interesting to pick up where the movie ends. This not only enabled us to weave in key plot points from the film, but it also let us integrate the existing G.I. JOE universe, including toys, comics and cartoons. The end result is a game that ties into the movie without spoiling the movie, while offering plenty of new surprises and storylines, and providing a deeper appreciation for the brand among fans new and old.
EA: Can you give us a taste of what the storyline for the game is?
JE: We’ve been careful not to reveal too much about the storyline, but we’ve built the story around a popular theme first introduced in the G.I. JOE cartoons and comics from the 1980s. Using that as a basis for the story, our game ties this theme back to the events you will discover in the film. Seeing the movie and playing the game really give you a sense of how the COBRA regime came about, their quest for power, and the threat they bring to the world.
EA: How many levels will the game include?
JE: The console and PSP versions have 20 missions spanning different regions, including arctic, desert, jungle, interiors, etc. The Nintendo DS game offers a total of 25 missions, including four multiplayer missions.
EA: How many characters are playable in the game, and which ones?
JE: In total, we have 16 total playable characters and this includes 12 different G.I. JOE characters and 4 unlockable COBRA characters. The Nintendo DS game features 6 different G.I. JOE characters and 5 COBRA characters. For fans of G.I. JOE, all of the key favorites characters are included, such as Snake Eyes, Duke, Scarlett, Storm Shadow, Heavy Duty, Rip Cord etc.
EA: Which character is your favorite and why?
JE: I know it might be the expected answer, but I have to say Snake Eyes. It’s hard not to think of G.I. JOE and not immediately think of Snake Eyes. He is a key part of the G.I. JOE team and embodies cool no matter how you slice it. Being a ninja commando is already awesome, but his back story and seeing him in action makes him such an icon in the G.I. JOE universe.
EA: The game is designed for a younger audience. Will older games who remember G.I. JOE from the toys, TV series or comics still be able to enjoy the game?
JE: Absolutely. It was important for us to make the game accessible for many different audiences, especially since many of us grew up with G.I. JOE and wanted a game that we could sit down and play with our younger relatives. Our game design was built around different types of gamers playing together and having fun. This was also another reason why we felt it was important to deliver more than the movie experience.
We knew fans wanted to experience some of their youth again while sharing their memories of G.I. JOE with an entirely new generation. We packed a lot of different aspects of the G.I. JOE universe into this game for the fans.
EA: Co-Operative play is a big opportunity for the game. How is this mode different from a single player experience?
JE: We completely agree that co-op play is perfect for a game like this. We believed in that approach so much that we made it the single-player experience. While this game is best played with you and a buddy each controlling your favorite G.I. JOE characters, the single-player experience gives you a co-op AI player helping you along the way. You can actually toggle either character on the fly and control both when the mission calls for it. Anyone who was a fan of classic arcade style shoot-em ups is going to feel right at home.
With our Nintendo DS game, we wanted to still leverage the classic arcade shooter feel, while building something from the ground up just for that platform. We built a robust single-player mode where you control one G.I. JOE character at a time, but to make up for no co-op, we’ve put more emphasis on character progression with a leveling up system. We have also included some great multiplayer modes that let you play out that true G.I. JOE vs. COBRA fantasy with up to four players.
EA: Will the game be online? And if so, up to how many players?
JE: Keeping with the co-op style of gameplay, we really wanted to make G.I. JOE The Rise of Cobra about sitting down with your friends and blasting through missions together. The in-person dynamic really adds to the experience, so we built the game entirely offline. The Nintendo DS game does offer multiplayer up to 4 players and is really fun to play.
EA: After people play the G.I. JOE game, what is the first feeling you want them to experience after playing?
JE: How fun it must be to really be a G.I. JOE character and scream “YO JOE!” out loud.