Tag Archive: ea


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With movies, TV, comics, and video games all being highlighted at the same time, New York ComicCon can easily bombard and even overload your senses. Even so, I was able to maintain my focus for just long enough to elbow my way through the massive crowds and get my hands on some awesome games—and here are my top five picks from this year’s show.

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Mirror’s Edge Catalyst
Developer: EA DICE • Publisher: EA

I wasn’t the biggest fan of the original Mirror’s Edge, and I think part of the reason was that while it had a lot of great ideas, some of them fell flat on their execution. My first time getting hands on with its reboot, however, has me as excited as fans who were head over heels for the original. While I only got 15-minutes of playtime, I’ve never felt more free while running through an open world as I did when controlling Faith. Dare I say, it even felt natural sliding through ventilation shafts, running up walls, and climbing over ledges in fluid, seamless motions that never took away my momentum?

The most telling part of how far the series has come since its original iteration, however, was combat. Having a full head of steam allowed me to pull off some insane one-hit takedowns on armed guards. The only time I had trouble was when I messed up a jump and slowed down my momentum. While I still closed the distance quickly between myself and my assailant—and proceeded to use punches and a spin kick finish to take them down—it took precious time that, had the individual not been alone, would’ve left me as a sitting duck. Situations like those further drive home the point that stopping likely means death in this new Mirror’s Edge, and flight is almost always a better option than fight.

 

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Unravel
Developer: Coldwood Interactive • Publisher: EA

My penchant for puzzle-platformers means that Unravel and its unlikely protagonist Yarny have jumped towards the top of my most anticipated games list. It’s heart-warming story retelling an old woman’s life, and those she’s lost touch with, is your only motivation to guide Yarny through a world wrought with peril around every corner.  Taking advantage of the fact that Yarny is made of—well, yarn—you can build makeshift bridges, lasso up to grapple points, and find inventive ways to traverse the wide-open world set before you.

In the demo I got to play, Yarny had to find its way through a forest and then past the ocean. The forest required careful precision as I leapt between small branches before finally tying Yarny to the end of a kite, using his weight to guide my unlikely vehicle down to the shoreline. There, the tide was my greatest foe, as timing momentum-driven jumps between the oncoming waves was far more difficult than it may sound. It was only a taste, but the more demos I play of Unravel, the more excited I become to see what other obstacles can be thrown in my path—and how I can overcome. If what we’ve so far is any indicator, Unravel will be a can’t-miss platformer next year.

 

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Indivisible
Developer: Lab Zero Games • Publisher: 505 Games

I didn’t play Lab Zero’s first game, Skullgirls, choosing instead to appreciate its beautiful art-style from afar. Hearing how much fun folks in the office had with it, though, I resigned myself not to make that mistake twice when the studio recently announced its latest game, Indivisible. This adventure sees a young girl named Ajna seeking revenge on local warlords who have ravaged her rural country town. When she decides to go on this classic quest, however, Ajna finds she can absorb certain individuals into her being, and let them out to help her battle when she needs to (thus comprising your four-person party with Ajna always at the front).

I was able to play Indivisible up through its first major boss fight, and it reminded me in many ways of newer titles like Dust: An Elysian Tail and Child of Light. Its side-scrolling exploration and art design aren’t anything new to gaming, but require tight platforming from the beautifully drawn characters. And, should you contact an enemy, the world seamlessly transitions into combat, where Ajna and her crew have to each wait for their individual time meters to fill before they could attack—and, while doing so, also possibly interrupt the time meter of their opponents. Depending on the direction you’re holding when you attack, as well as how much meter you let accumulate, your characters can do a variety of different moves. Some focus on singular opponents, while other moves perform area of attack damage, which are great for crowd control.

Even with only having played Indivisible for a half-hour, I could see the depth the combat had, and I couldn’t put my controller down. If Ajna’s story is even half as compelling, it looks like Lab Zero has another hit on their hands—should they hit their Indiegogo target, that is.

 

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The Guest
Developer: Team Gotham • Publisher: 505 Games

We’ve seen a lot of first-person exploration games recently, but Team Gotham’s The Guest creates a terrifying atmosphere that gets your heart racing and makes you question how much further you want to go from almost the very first puzzle. I was only able to explore a couple of rooms in my short demo, but hallucinations, ominous warnings, and evidence that your character isn’t the first person to become trapped in this foreboding hotel in the middle of nowhere were enough for my curiosity to power through my fear.

Relying on your wits, you’ll have to solve a slew of riddles on the way to piecing together the bigger picture of what is keeping you there. While those I saw in the demo were nothing more than finding the broken pieces of an item and putting them back together, or combining items to make something new, promises of more complex conundrums down the line have me excited to see what The Guest can do when finished. The only question now will be whether to experience The Guest in virtual reality, or with a keyboard and a mouse.

 

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Rise of the Tomb Raider
Developer: Crystal Dynamics • Publisher: Square Enix

With only weeks until Rise of the Tomb Raider releases on Xbox One, I still had yet to experience any of my dear Lara Croft’s newest adventure for myself. Demos and events had always seemed to conflict with other appointments, so I’ve been relatively in the dark when it comes to how Lara has changed since her recent reboot on the last-gen consoles. But, at NYCC, I was finally given a chance to play a small snippet of the game in a segment called “The Prophet’s Tomb.” Much like riding a bicycle, the new mechanics from the last game—and the familiar gameplay the series has long been known for—came flooding back to me.

Leaping away from collapsing floors, shooting out spike traps, and using levers to raise or lower the water level to obtain my encrypted prize has not only never felt so good, but also never looked better. The dynamic lighting of torches flickering against stones covered with a thin slime caused by the humid conditions of Lara’s environment was a sight to behold, and the slight nuances her expression would convey made her more lifelike than ever. My only disappointment was that, like many of the games I experienced at NYCC, my time with Rise of the Tomb Raider was short.

If you’d like more of a chance to experience Rise of the Tomb Raider, however, be sure to check out our own Emma Schaefer’s preview from a couple weeks ago, where she played an extended demo of the hands-on I got, as we all wait patiently for what is shaping up to be the best Tomb Raider game yet.

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Semi-pro

As a New York Knicks fan, I am extremely familiar with the concept of rebuilding a franchise. After a three-year absence from the gaming scene, NBA Live has been furiously trying to make up lost ground and get back to a point where it could stand toe-to-toe with its most direct competition. It’s first two years back, however, barely moved the needle with all those virtual ballers out there. The hope was that, like with many annual sports franchises, the third year on new-gen consoles could be the one that would announce NBA Live’s triumphant return to glory. Looking more like my Knicks, though, NBA Live 16 continues moving the franchise in the right direction, but only in baby-steps—and not to a point where it can actually compete just yet.

The most impressive addition to this year’s game comes in the form of the new Live Pro-Am mode. Here you can get ten human players together for some classic five-on-five action in venues that channel your local gymnasium or playground blacktop. Further illustrating that pick-up game feel, the first team to 21 points wins—which, for me, triggered flashbacks to games I played after school or during recess with my friends as a kid. If you can’t find human opponents, there’s also the option to take your five-man squad up against a series of computer teams of varying difficulty.

Playing with other people is really where NBA Live 16 shines. While my time online was seamless, it does need to be mentioned this was before the game’s wide release. Communicating via headset, setting up screens, calling out plays, and learning how to work with one another made me want to lace up my favorite pair of sneakers before playing again.

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One note, though. If you plan on playing with friends, you might want to talk before you group up because in Pro-Am you play as the created player you make when you first start the game and it wouldn’t be wise to take the court with five point guards. This means that Pro-Am mode doubles as a nice way to earn experience points before you take that created player into the single player Rising Star mode—NBA Live’s version of Be a Pro.

Besides Pro-Am, the usual suite of online versus modes return, including EA Sports’ card-based Ultimate Team. Live Ultimate Team adds a new feature where you can earn some of the NBA’s elite from early on in the mode, but can only keep them on your team for a small number of games before you lose them—adding a new strategic element to when and where you play certain players. There are also 160 offline challenges in LUT this year, allowing you to earn tons of coins and players for your squad before heading online.

My only gripe with this is that each challenge I saw is a full-length game. I think LUT needs to take a page out of Madden NFL 16’s MUT playbook and focus on shorter challenges like hitting buzzer beaters or making last minute defensive stops. It’s kind of exhausting to put in an entire game’s worth of time just to get a single card, especially if you fail.

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There have also been some tweaks to the offline components of NBA Live 16. The aforementioned Rising Star mode is accompanied again by Dynasty mode, which allows players to be the GM of their favorite NBA franchise and try to take them to glory. Dynasty still allows you to micro-manage every decision about your team, from making trades and re-signing free agents, to setting your starting lineup each night. If you decide to start with Rising Star, you’ll try to take your personal created player and turn them into NBA royalty.

Rising Star sees a major change for that custom player this year, and it comes in the form of the new progression system. Instead of upgrading a single point at a time, NBA Live 16 now sets threshold marks, so a skill may jump as much as five attribute points if you have enough XP to spend. Also, when you pick a position for your player, you now also have to pick a specialty. Point guards, for example, can be Shooters, Passers, or Slashers, each having their own boosts in particular categories when you start out, requiring less upgrading early on in your career.

Besides the skill aspects of your character, you can also customize their look down to the slightest detail. Tattoos, shoes, warm-up gear, and more are available to be earned. There’s also the Gameface HD companion app that even lets you put your own face on your player. I personally had a fair amount of issues linking the app with my PSN ID, and my odd-shaped head seemed to make the app go haywire on my first several attempts—but it’s an interesting idea if you can get it to work. Until then, I’ll stick with one of the pre-rendered faces.

Customization

There are also some welcome changes to gameplay when you actually take the court. New additions like clearer feedback on shots fix what used to be a confusing element from previous years. Now, a very clear shot meter comes up when shooting a jumper, and depending on skill level and how open the individual is, you receive a definitive percentage letting you know your chances of that shot going in when it leaves your hand. The hope is, over time, you’ll start to learn which are high-percentage shots and which aren’t. There’s also new feedback on called plays that tell you where to go and who you should be passing to in the hopes of getting an open look at the basket.

Unfortunately, things start to fall apart beyond the feedback. When controlling your player at a normal tempo, or if you try to slow things down to eat up some clock, it feels like you’re constantly fighting the controller. There’s almost no finesse when moving your player, unless you’re on the fast break sprinting towards the basket for an easy layup or dunk. And the more complex moves to break away from players guarding you are a series of semi- and half-circles on the right stick that remind you more of a fighting game than a sports title.

The worst gameplay offender, though, is your friendly AI. Whether in Dynasty or Rising Star, your teammates are nearly worthless. When I knock a ball loose on defense, I want my teammates to react to it like in a real game and scramble after it. When I’m boxing out on one side with my power forward, I want my center doing the same thing instead of letting small forwards run by him for easy putbacks. And while it’s great that I can call plays now, when I’m seeing the actual diagram on the court of where I need to be and where my teammates are supposed to go, I want them to actually go to those spots so I can pass or shoot like the play intended. I lead my team every night in points as a passing oriented point guard in Rising Star—not because I want to, but because if I pass the ball to one of my dunderhead teammates, they’re going to turn the ball over. It happens with too much regularity.

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Of course, the friendly AI isn’t the only disappointment, as the opponent AI isn’t very good either. Playing as my New York Knicks in Dynasty last night, I gave up one three-pointer. A stellar defensive feat? No. The AI, even with several open looks, never took a three-pointer unless it absolutely positively had to, which in the case of the one three I gave up, it did because it was at the buzzer to force overtime. If it were a three-point shooter, they’d look instead to try to drive to the basket. If it were a big man, they’d look to pass the ball. I can only control one guy at a time, and as alluded to earlier, the AI defense isn’t that good.

And really, that’s the disappointing thing about NBA Live 16. New modes along with additional bells and whistles for existing ones are perfectly fine, but there is still a roughness to the core gameplay that keeps it from being great. The reason why Pro-Am mode was so good when I played it was because it was humans versus humans, reacting and playing basketball the way you’d expect people should and would. Until that level of gameplay quality translates better into the offline modes, NBA Live 16 is a D-league title at best.

Developer: EA Tiburon • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 09.29.15
6.5
NBA Live 16 takes a small baby step forward with the franchise, but there are still core gameplay elements that need to be smoothed out before it can be a championship caliber game.
The Good Pro-Am mode is a welcome addition to the online suite; better feedback on shot taking.
The Bad AI on both sides of the ball is still abysmal and gameplay remains stiff.
The Ugly My odd-shaped head drives Gameface HD insane.
NBA Live 16 is available on PS4 and Xbox One. Primary version reviewed was for PS4. Review code was provided by EA Sports for the benefit of this review.

Everything old is new again

A lot of focus went into the style and physics of last year’s NHL title, and in some ways it paid off. A hockey video game had never looked or played better than NHL 15, but in order to stay on its yearly schedule, EA Canada had to make sacrifices and cut featues—a lot of features. To the chagrin of its long-time fans, many aspects only came back in patches well after the game’s launch, and some modes never returned at all. With another year to work, however, NHL 16 brings the series back up to the standards set in previous years—and with an extra coat of polish for good measure.

The biggest returning feature is the beloved EA Sports Hockey League online mode and the 6-on-6 gameplay EASHL is known for touts two key additions. The first of these improvements is online couch co-op. Now, you and a friend can play on the same console and drop into a match whenever you both want making communication and practicing together easier than ever.

The other is player classes. The NHL series has long featured a dozen classes for forwards, defensemen, and goalies in their single-player modes, but as a part of online player customization, you can now choose the class you want to play with in NHL 16‘s EASHL. Having a balanced team will be critical to victory, but nothing may be more important than who plays as your net minder.

For too long, goalies have been ineffective in EASHL and it was often due to the clunky controls more so than the players themselves. Therefore, NHL 16 has introduced brand-new goalie mechanics. With a click of a trigger, you can drop into a butterfly and make yourself “look big” in net, or flick the right-stick to dive in front of the open goal mouth for that spectacular blocker save at the last second. I messed around with the goalie controls offline as not to embarrass myself too badly with them in an actual EASHL game, and although I still gave up five goals in a Rangers 6-5 win over the computer-controlled Blackhawks, gameplay in the crease is definitely a step up from what we’ve seen in the past.

I actually got to test out EASHL online with a full complement of 12 players, and besides a little lag at the start of the first period, it was just as exciting as ever. I helped lead my team to a thrilling 7-5 win in a scorefest, during which I picked up both a Gordie Howe hat trick and a regular hat trick from my natural gaming position of left wing, and choosing to play as a power forward.

While the online focus will surely be on the rebirth of EASHL, Hockey Ultimate Team—the NHL series’ other beloved online mode—has undergone some changes, too. The majority of the experience remains relatively similar—including the UI for the mode, which still could use some work when it comes to making your lines and getting your team ready to play. But a totally refreshed single-player mode has been added, providing players a less pressure-filled situation to try those new lines out in, earn pucks (HUT’s online currency that allows you to earn packs featuring additional players), and move up through a whole new set of divisions.

The idea of a HUT single-player mode is a good one, and something fans have wanted for a while, but its implementation could’ve been so much better. Taking on a similar structure to the online version of the mode, single-player HUT has you play through divisions as you try to create a powerhouse fantasy team. By winning, you’ll move up until you reach the top. The problem is that only the Rookie difficulty setting is available at the start of the mode, since you need certain card requirements to unlock higher levels.

Sure, you could just buy new packs with real world currency, trying to get the cards you need, grind away online, or save up the daily puck rewards for playing on consecutive days. But if you want to get right into the mode, Rookie difficulty is just not fun at all for a veteran player of the series—so those unlock requirements were very frustrating to find.

I won my first four games in single-player HUT by a combined score of 97-6. No, that’s not a typo; I averaged well over 20 goals a game on Rookie. After that, I had no desire to play the mode ever again. Either HUT single-player needs to be balanced better so that Rookie offers a challenge, or the difficulty unlocks need to be done away with. After all, it’s a single-player mode in a sports game. There’s no reason you shouldn’t be able to decide how much of a challenge you want from the start.

Speaking of single-player modes, NHL 16 hasn’t forgotten about its offline suite of gameplay options when it comes to getting the game back up to speed. First off, all the solo modes you expect are there. NHL Moments Live remains exactly the same as last year, allowing you to again replay the previous season’s most impressive moments and either replicate or change history depending on the stipulation, and will feature new content as epic games happen over the course of the new season.

There’s also Be a Pro, where you can create your own prolific hockey superstar and follow him or her over the course of a 20-year career. This mode remains mostly the same, as well, but has improved coach feedback and training between games, and brings back “classic versus simulation” options that were missing from NHL 15. Basically, the difference between the two is whether or not you can simulate between your Pro’s on-ice shifts, creating two very differently paced experiences. Besides this, Be a Pro (along with the other game modes) has added playoff beards. A truly minor detail, but yes, you can now choose how your facial hair will grow if your team makes it into the playoffs.

If you prefer to have a more top-down view of your hockey franchise, there’s the classic Be a GM mode, where you can run the day-to-day operations of your franchise like a super-executive, trying to bring your team a Stanley Cup and maybe even build a dynasty. The big change that’s come here is a new Morale system. Inspired by the Martin St. Louis/Ryan Callahan trade between the Rangers and Lightning a couple years ago, players will now tell you in Be a GM when they are or are not happy, and can even demand a trade. This affects your overall team morale, which boosts your players’ stats when high and decreases them when low. If you start wheeling and dealing players, it could actually put a sense of dread in the locker room, but getting rid of a nuisance could be a game changer. These are things you’ll need to keep an eye on, and knowing the pulse of your dressing room is a fun new way to interact with your franchise.

Even though the modes are mostly about getting back to the old status quo, the overall gameplay has seen some significant changes. Sure, there’s the tweaking of physics and skating mechanics that we see from polishing the game on a year-to-year basis. Arenas are more realistic, too, with authentic goal songs added and the presentation package adjusted to fit in with NBC Sports’ real-life changes. And there are the aforementioned goalie controls.

In terms of how you play and learn the game, however, the new on-ice visual trainer is the biggest revision to NHL gameplay since the league added delayed offsides and the trapezoid behind the goal crease. Turn on this optional feature, and you’ll see a new overlay during gameplay that tells you very clearly where your passes would go, where your shots would hit on the net (if at all), and even tells you what kind of check to use on defense. More experienced players, such as myself, might scoff at this idea, thinking it’s just for newcomers to the franchise. But if you choose the adaptive training option—so NHL 16 picks up on your skillset dynamically—after just a couple games it’ll focus on more advanced aspects, and I found that even I still had a thing or two to learn. Thanks to the visual trainer’s advice, I have a better than 50-percent winning percentage in the faceoff circle for quite possibly the first time ever. My passing percentage is up, and while I’m not scoring so many more goals to make the game no longer entertaining (unless it’s single-player HUT), I’m definitely putting the biscuit in the basket at a better clip.

Without a doubt, NHL 16 is better than its direct predecessor. But when I look at the product as a whole, while there are some welcome new features—and some that need more work—NHL 16’s most significant points come from adding old stuff back in, making the experience come across more like it’s just catching up to what it was before the console generation shift. That said, NHL 16 feels like a welcome return to form for the series, as solid top to bottom as the ice we skate on.

Developer: EA Canada • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 09.15.15
8.0
New aspects in NHL 16 like the on-ice trainer and the Morale system in Be a GM give the game some welcome layers of depth, and the actual gameplay is as good as ever. However, you can’t help but get the sense that the biggest additions to this year’s game just came from putting back features that were cut from last year’s title.
The Good The new morale system in Be a GM. The on-ice visual trainer will teach even longtime players something new. The return of so many features initially lost in the console shift.
The Bad Single player HUT seasons needs balancing. Even with all the new and returning features, it felt like too much of this year was spent playing catch-up.
The Ugly The fact someone might actually want to grow a playoff “beard” like Sidney Crosby’s.
NHL 16 is available on Xbox One and PS4. Primary version reviewed was for Xbox One. Online portions were tested at an event at EA Canada. Review code was provided by EA Sports for the benefit of this review.

Former Assassin’s Creed producer and Ubisoft Toronto managing director Jade Raymond is opening a new studio with EA, the two jointly announced yesterday.

The new studio, named Motive, will be located in Montreal. EA has a strong presence already there with EA Montreal and Bioware Montreal, the latter of which will now share a space with Motive.

Motive will be purposed with creating its own original IP, while also assisting on other projects. Besides launching Motive Studios, Raymond is also taking over leadership of Visceral Games, located in California, while Scott Probst will still act as general manager.  The first project for Raymond and Motive will be to help Amy Hennig at Visceral with her new, still unrevealed Star Wars game.

While it should be interesting to see how Raymond balances her time between Montreal and California, this is a huge coup for EA and we can’t wait to see just what Motive brings to the table for Star Wars and whatever original projects it may cook up.

Plants vs Zombies: Garden Warfare was nothing short of a surprise hit. Turning the ever-popular Plants vs Zombies into a third-person shooter was risky at best, and downright insane at worst. But the folks at PopCap take pride in their willingness to push their supremely popular franchise in different directions and see what will take root with their growing fanbase. So, when it came time to decide what to do next, they decided to turn things on their ear again and make the Plants the bad guys.

That’s right, in Plants vs Zombies: Garden Warfare 2, the Zombies are on the defensive. After the events of the first Garden Warfare, the Zombies have successfully conquered Suburbia, renamed it Zomburbia, and set about making it a perfect little paradise where they can munch on brains all day long. The Plants may be down, but they are far from out, so they’ve enlisted the aid of new allies to take the fight back to the Zombies and reclaim their beloved home soil.

While this may not change much about modes such as Team Vanquish (PvZ’s version of Team Deathmatch), it completely reverses modes like Gardens and Graveyards. With Zombies on the defensive and trying to protect capture points, you’ll need to figure out new strategies with your favorite classes from the last game to be effective as a Plant or a Zombie. Also, because you play this four-player co-op version of Horde mode from the perspective of the Zombies versus AI-controlled Plants, Garden Ops has been renamed Graveyard Ops.

Besides the change in viewpoints, Plants vs Zombies: Garden Warfare 2 is bigger than its predecessor in every way imaginable. The game will ship with more maps at launch, all of which are brand new. Zomboss has tried his best to mold Suburbia in his own image, changing the entire world’s landscape. In our short time with the game, the we played a multi-tiered level that featured Zomboss Zombie’s making a factory, a clear tactical target for the Plants to attack.

The game also offers new classes, including some inspired by the time-traveling aspects of the mobile Plants vs Zombies 2. Plants from the future have come back to quell the threat of Zombie-piloted mech suits, and Zombie pirate captains enter the fray as surprisingly effective snipers. A Zombie superhero specializes in melee and shooting laser beams from his eyes.

So, if you were a fan of the first Plants vs Zombies: Garden Warfare, its sequel looks ready to deliver a deeper, over-the-top experience in the same vein that has made Plants vs Zombies such a huge hit.

Plants vs Zombies: Garden Warfare 2 will launch in the spring of 2016 for Xbox One, Playstation 4 and PC.

It was announced just moments ago on SportsCenter that Odell Beckham Jr. will grace this year’s cover of Madden.

Beckham received 52.5% of the vote over New England Patriots tight end Rob Gronkowski.

Beckham won the NFL Offensive Rookie of the Year award last year after putting together a season that saw him lead the league in receiving yards per game. He also set numerous rookie records, even though he missed the Giants’ first four games with an injured hamstring. He is the first New York Giant to ever grace the cover.

“Odell Beckham Jr. is a true playmaker and a perfect fit for this year’s game,” said Randy Chase, Senior Director of Marketing for EA SPORTS. “He’s an unstoppable force out on the field, and the Madden NFL 16 cover is further vindication that the fans believe he’s a player to watch in the coming years.”

EA Sports also released a teaser video for Madden NFL 16 today featuring the finalists for the cover vote. The video touts the new “Be the Playmaker” system, which institutes a new risk/reward system for playing and defending passes (explaining why corners and receivers were the only men selected to be finalists for the cover).

Madden NFL 16 will be available on August 25 for Xbox One, PS4, Xbox 360, and PS3.

Get more info and pre-order your copy of Madden NFL 16 now: http://bit.ly/1G7DY4D

The new Star Wars: Battlefront trailer unveiled at Star Wars Celebration touched on plenty of the cool new and returning features in the upcoming reboot of this iconic Star Wars game franchise. Still, it didn’t exactly give the full experience of what EA and DICE let people see at the convention. If you weren’t lucky enough to find yourself in the center of the Star Wars universe this past weekend in Anaheim, here’s a rundown of EA’s Battlefront setup on the show floor—which gave a longer, more in-depth look at what will make the game special.

The hands-off demo was about 15 minutes of pre-recorded footage from a pre-alpha PS4 build. It took place in a mode called Walker Assault, which seemed to be defined by an ever-increasing presence of AT-STs and AT-ATs. The demo, given inside a small domed theater within the booth, started off much the same way as the trailer, with speeder bikes whizzing past as a player trudged through the thick foliage of Endor. Once the first-person camera crested a ridge and saw a platoon of stormtroopers, however, the seamless switch between first- and third-person cameras made its presence known.

Transitioning to a third-person perspective allowed for the generic rebel soldier we were following to more accurately fire from the hip with his blaster as he carved a path through the oncoming Imperial forces. After clearing some space for himself, he instantly switched back to first-person view, took cover behind a fallen tree, and then attempted to snipe more far-off soldiers—which demonstrated that both perspectives could have their uses in battle beyond player preference and showed off the previously announced ability to switch viewpoints on the fly.

An AT-ST soon flanked our hero, and he seamlessly switched back to third-person mode, no doubt to get a better view of the surrounding area to escape his now-compromised position. The soldier attempted to take down the walker with blaster fire, scarring its silver body with black marks, but when that proved futile, he quickly ran over to an equipment locker, where he picked up a rocket launcher. This filled a special-weapon slot on an item wheel in the lower right corner of the screen that also included a standard blaster and grenades. Then, much like in the trailer, he proceeded to use the rocket launcher to blast apart the AT-ST’s head.

As stormies and AT-STs continued to fall one by one, I also saw the points/perk system in play. Much like in DICE’s other multiplayer games, earning kills nets as much as 100 points, with 25 doled out for assists. Killing enemies with particular weapons, like grenades or rocket launchers—whether soldier or vehicle—also netted points. Even those small blaster shots against the AT-ST earned vehicle damage points, insinuating that players will be able to take out something small like a chicken walker with enough concentrated fire if an appropriate special weapon isn’t handy.

Soon, the menacing AT-AT from the trailer showed up, slowly stomping its way across the battlefield. The player then took an interesting tactic and ran underneath the AT-AT, using its durasteel legs as additional cover—as stormtrooper fire continued to blister the area—before rushing over to a terminal to call in a Y-wing bombing run.

The battle still raged on even after the AT-ATs destruction, and the player then switched back to first-person view again and joined a second, human-controlled player running into a bunker similar to the one Han Solo and his team destroyed on Endor in Return of the Jedi. Here, however, was a special surprise. The second player turned a blind corner and immediately found himself lifted several feet off the ground. As I watched through the eyes of the first player, the second player desperately kicked to escape the invisible grasp around his throat—but soon succumbed to strangulation.

His lifeless body was then angrily thrown against a wall, and Darth Vader emerged—a little unsurprisingly, after the obvious display of Force powers—from the corner, flicking on the crimson blade of his lightsaber. The player fired his blaster at Vader, but the Dark Lord easily deflected the shots away with his saber. The rebel fighter then ran back out the way he came and into the forest, only to see a small army of AT-ATs and AT-STs approaching his position. Surrounded, the player turned to look back, but Vader was already upon him, striking him down with all of his hatred, and ending the demo.

This demo definitely imparted the feeling that players will able to create their own adventures and stories in Battlefront—as alluded to during the Star Wars Celebration panel that unveiled the trailer. Even watching someone else play, I got the sense that a dozen different options were available at any given moment, and you never knew what could come around the next corner. The Battlefront demo made me even more excited than the trailer, because it showed off a scenario that could actually occur in gameplay—and one that likely wouldn’t play out exactly like that ever again.

We ask fans about their impressions of the new Star Wars: Battlefront trailer from Star Wars Celebration in Anaheim.

It’s crazy to think that’s it already been 10 years since the last Star Wars: Battlefront game came to home consoles. But when EA DICE’s relaunch of the series drops this holiday season, that’s exactly how long it will have been since Battlefront II released on the PS2, Xbox, PC, and PSP. In honor of the new Battlefront’s reveal at this year’s Star Wars Celebration convention, we decided to take a look back at the history of this beloved gaming brand.

A long time ago in a galaxy far, far away…

Back in 2004, Star Wars’ popularity was still riding high. We were mere months away from the release of Episode III: Revenge of the Sith in theaters, and although Star Wars games had long been loved on PC (X-Wing, TIE Fighter, Jedi Knight), they were going through something of an upswing on consoles courtesy of three successful Rogue Squadron games on Nintendo systems and the Xbox/PC RPG Knights of the Old Republic.

LucasArts looked to continue its success on consoles, and they tapped a then-little-known developer named Pandemic to play around with the brand. The studio blended first- and third-person shooting with some standard conquest gameplay, which brought a whole new dimension to a Star Wars video game. Players were allowed to jump into different conflicts from the movie universe, while choosing from one of five classes within four factions. And thus, Star Wars: Battlefront was born for PS2, Xbox, and PC. Although the single-player component was a rather bare-bones experience—and poor AI held the title back at times—Pandemic was on to the start of something special when it came to Star Wars and multiplayer gaming.

Return of the Jedi

Only a year after the massive success of Star Wars: Battlefront, Pandemic took the criticism it had received to heart and not only fixed many of the issues that plagued the first game, but also built new modes on top of them that would come to define the series in 2005’s Battlefront II. The first of these was the addition of a revamped single-player campaign. Episode III: Revenge of the Sith had released earlier that year, and Pandemic crafted a narrative around a single, anonymous stormtrooper who served in the legendary 501st division, Vader’s Fist, and followed his exploits from the Clone Wars up to the infamous assault on Hoth that opened up The Empire Strikes Back.

While vehicles had been a part of the first game, Battlefront II added space battles to the mix, allowing for many of the iconic firefights that played out across the movies to be re-created on TV screens. It also featured seamless transitions where players could fly a ship into the hangar bay of an enemy vessel, deboard, and wreak havoc from the inside out. Playable characters received a big boost in the game as well—not only was a sixth class added to each faction, but iconic heroes, such as Luke Skywalker, could be utilized in battle if certain criteria were achieved. These “Hero” characters were featured as NPCs in the first entry, but here, they had specific game modes built around them, and they could often change the tide of any battle if implemented properly by a smart player.

In only a year’s time, Pandemic had crafted what many still point to as the premier Star Wars experience in video games, thanks to the freedom it offered players during conflicts and its wide range of scenarios taken from the films.

Size matters not

With Battlefront II dominating on the home-console front, LucasArts decided to focus more on making the franchise portable, so they tapped PSP development experts Rebellion to make Renegade Squadron, which released in late 2007 as a PSP exclusive. Similar in many regards to its console brethren, Renegade Squadron limited itself to the original trilogy of Star Wars movies, following a group of ex-criminals turned Rebel operatives through some of the most harrowing black-ops missions during the battles of Yavin, Hoth, and Endor. While the single-player component lacked the depth of Battlefront II, it did introduce customizable characters to the series for the first time.

The mixed fan reaction to Renegade Squadron wouldn’t deter the mobile movement for the franchise. Star Wars Battlefront: Mobile Squadrons was developed by THQ Wireless and released in the beginning of 2009, but it met with minimal success—most likely due to the fact that it was an on-rails shooter that featured none of the gameplay Battlefront had come to represent.

Battlefront again returned to the PSP in 2009 with Elite Squadron—but this time it also hit the Nintendo DS, making it the first (and so far only) time a Battlefront game was released on a Nintendo system. N-Space, the folks behind the DS ports of Call of Duty: Modern Warfare and World at War, handled the DS version, and Rebellion was again tasked with making the PSP iteration (which had a longer single-player campaign and more customization features). Elite Squadron saw a movement away from some of the multiplayer aspects that defined the series, but it also provided perhaps the deepest story mode to date, as players took control of a clone trooper who attempted to atone for the infamous Order 66.

A great disturbance in the Force

While LucasArts had seemingly shifted its focus with the franchise toward the mobile arena, this wasn’t actually the case. Free Radical Design, known for the TimeSplitters games, was actually hard at work on Star Wars: Battlefront III. Sometime in 2008, however, the plug was pulled. Several years later, Free Radical co-founder Steve Ellis put the blame on LucasArts for the project’s demise, while anonymous sources from LucasArts pointed the finger right back at Free Radical, claiming they’d regularly missed deadlines. During those squabbles, leaked videos and screens showcased what the project could’ve been, including footage of a ship taking off from a planet and joining a battle in space. At this point, LucasArts supposedly had begun working internally on Battlefront III themselves, but the studio went defunct before it could finish what it started.

While Battlefront III remained in limbo for years, former secondary SOCOM developer Slant Six Games was also reportedly working on another chapter in the series, Battlefront Online, with a scheduled 2011 release. The game was intended to feature only the online multiplayer components that made Battlefront so popular in the first place, but this project, too, was nixed once Slant Six missed its target release date. Many speculated that some of the purported Battlefront III leaks could actually have come from this game instead.

A new hope

It’s now been six years since we’ve seen a new Battlefront, and it’s fast approaching 10 since we’ve had one on a home console. After Disney purchased Star Wars and its related properties for $4 billion more than two years ago, however, new hope was instilled in this beloved series—and, more importantly, its fanbase. EA DICE, the multiplayer masterminds behind the Battlefield series, have been hard at work on the next Star Wars: Battlefront, and we know for sure that it’s a full-fledged reboot of the franchise.

Few solid details are currently available, but we do know the game will tie into Episode VII, and Hoth and Endor are playable maps. Rumors, however, have swirled for months. Some say the Hero system from Battlefront II will return; others claim the planetside-to-space battles we saw in leaked footage from Battlefront III will be incorporated. There’s speculation that we’ll see 64 people in multiplayer (32-on-32) and that the single-player campaign will span the entire Star Wars saga. Whatever the case, we know for sure that EA will separate fact from conjecture over the weekend at Star Wars Celebration, and we’ll have more reason than ever to believe that a new Battlefront is finally ready to redefine what had become a rather bleak timeline in the Star Wars universe.

Star Wars Battlefront will be taking part in this year’s Star Wars Celebration convention in Anaheim, California, from April 16-19, EA announced this morning.

While rumors have been swirling around for months about Star Wars Battlefront, this should finally shed some light on the game since it was first officially announced last E3.

Traditionally, Celebration is a convention held by Lucasfilm to either celebrate the upcoming release of a new Star Wars movie or the anniversary of an older one. For example, the first Celebration was for Star Wars Episode I: The Phantom Menace in 1999, but Celebration V in 2010 revolved around the 30th anniversary of The Empire Strikes Back. This year’s Celebration is the tenth overall, the seventh on American soil, and the first to take place in Anaheim.

Star Wars Battlefront is slated for a holiday 2015 release on PS4, Xbox One, and PC.