Event Review: Major League Gaming Pro Circuit 2011

Major League Gaming Pro Circuit
Gaylord Palms Hotel
Orlando, FL – October 14-16, 2011

Our Score: 4 out of 5 stars

This weekend I had the privilege of attending the Major League Gaming (MLG) event held in Orlando, FL, at the beautiful Gaylord Palms Hotel. The Major League Gaming event is a tournament event that brings hardcore gamers together to compete in tournaments against each other.

MLG was founded in 2002 by Sundance DiGiovann and Mike Sepso, who wanted to bring computer and console game tournaments to a competitive and spectator market. They have partnered with PlayStation and have many sponsors such as Sony Ericsson and Alienware who provide the computers and monitors, and Dr. Pepper and Stride gum who not only sponsor the organization but also provide free samples at the events.

The event it’s self is very well organized, allowing for amateur players to play against already established professional players after competing against each other. The games are displayed on large screens above the players so the audience can watch from a “spectator” perspective. There was a section for “Halo: Reach” for the Xbox 360, “Call of Duty: Black Ops” on PlayStation 3, and “StarCraft II: Wings of Liberty” on the PC. The excitement of the audience was so intense as the competitors get into watching the players competed, clapping and shouting with as much enthusiasm as a rock concert.

Audience members are even allowed the option, for a minimal increase to their attendance fee, to play the games in separate areas on individual computers and console. This allows the opportunity for gamers who have not played the games before to experience them.

I made several attempts to try getting an interview with any of the professional gamers and since they were so busy most of the time playing games I was extremely fortunate to catch a few minutes with each Michael Cavanaugh and Cody “Wethy” Wetherald, who are both on teams sponsored by “QuanTic”.

 

Pro Gamer: Michael Cavanaugh, age 23

Desiree Yates: So Michael, how long have you been with your current team?
Michael Cavanaugh: About 6 years.

DY: When did you first start playing video games as a career?
MC: I started when I was in High School on “Halo 2” then “Halo: Reach”.

DY: From experience I understand there were a lot of major changes from “Halo 2” to “Halo: Reach”, such as the major increase in weapon choices. Do you think maybe the weapon choices has gone a little overboard?
MC: No, I don’t think they went overboard at all. In fact I think they were perfect. I like the new sprint feature and jet pack the most.

DY: So when did you sign on with MLG and can you tell us roughly how much you make playing console games professionally?
MC: I’ve been with MLG since July 2005 and contracted for $250,000 a year.

DY: Wow, impressive! Do you have your own sponsers?
MC: Yeah, RedBull, Apex Esports, partnered with Twitch.tv, and a few others. (National Guard)

DY: So you are here in Orlando, FL right now for this tournament. How do you like Orlando?
MC: I like Orlando because of the sights and activities and I am staying four more days after the competition with my girlfriend.

 

Pro Gamer: Cody “Wethy” Wetherald

Desiree Yates: So Cody, what team are you on and how long have you played on that team?
Cody “Wethy” Wetherald: I’ve been on “QuanTic LeveraGe” team since “Call of Duty: Black Ops” and “Modern Warfare II” and I’ve also been playing “Modern Warfare III”.

DY: So can you tell me a bit about your experience as a professional gamer?
CW: I travel with MLG and love these events. There has been a major increase in sponsorship and turnout (from spectators). This is an industry that is still growing and will never go away, it will keep getting bigger and bigger.

Both Michael Cavanaugh and Cody Wetherald only had so much time before they had to get into another game, but it was obvious by their big smiles and energy they absolutely loved what they do for a living. And who wouldn’t? There are kids and adults of all ages out there that would love a chance to play video games and get paid for it. I know I sure would!

While the games themselves were terrific and the competitions were, well, competitive, I found the announcers though to be rather amateur. They gave off the impression they were probably related to someone to get the position as an announcer. After speaking to a few of the spectators, there seemed to be a somewhat general consensus agreeing with my observation that everyone would appreciate a little more swag, other then the free “Dr. Pepper” drinks and samples of “Warheads” candy and “STRIDE” gum.

Overall I found the event to be a terrific opportunity to experience what the hardcore gamer can do when put to the test. Their reaction times are phenomenal and they clearly know every inch of every map on their specialized games. Having been addicted to “Halo 2” myself, I can definitely understand their drive to want to know everything they can to exploit their opportunity to get just one more win. The sense of achievement even with something as simple as winning a video game is one that gamers have experienced since the early arcade games…where kids would burn through quarter after quarter.

Games today are much easier then they were originally. Just play a game of “Zelda” and you will notice it. But in a sense gamers have not really changed much…we all love the games…we play the ones we love the most several times working out several angles and scenarios on the “RPG” games and continue to strive to kick the heck out of our friends and others. This industry may still be in it’s beginning stages in some ways, but from the location of the event, the increasing sponsors and attendance from spectators…it is obvious this industry will just keep getting bigger and bigger.

Have a Pet or Be a Pet: “The Sims 3 Pets” Is Available on Store Shelves Today

Have a Pet or Be a Pet: The Sims 3 Pets Is Available on Store Shelves Today

Fetch a Copy of the Latest Standalone Release for PlayStation 3, Xbox 360, Nintendo 3DS and Expansion Pack on the PC/Mac

REDWOOD CITY, Calif. –(BUSINESS WIRE)– Let the fur fly! Will you have a pet or be a pet? Now you can play both ways as pets are Sims too! Electronic Arts Inc. (NASDAQ:ERTS) today announced The Sims™ 3 Pets is now available in North America on PlayStation® 3 computer entertainment system, Xbox 360® video game and entertainment system, Nintendo 3DS™ and as an Expansion Pack on the PC/ Mac*. Developed by the award-winning team at The Sims Studio, The Sims 3 Pets gives players the ability to play as a pet for the first time in franchise history and see The Sims world through their eyes.

Across all platforms, players will be able to use the robust Create a Pet tool to customize dozens of breeds of cats and dogs. On the PlayStation 3, Xbox 360 and PC/Mac, players are able to design their pet from their coats, colors and body shapes, and even down to their snouts and age. Players can also choose from a variety of unique personality traits such as friendly, hyper, clueless and piggy, offering limitless opportunities for fans to create the pets of their dreams or nightmares.

“Pets have always been the top requested theme from our players, and we are delivering a deep, rich experience in The Sims 3 Pets for our fans to enjoy,” said Scott Evans , General Manager of The Sims Studio. “From the moment a player starts the game, they’ll revel in the opportunities to recreate their childhood pet, train their dog to be the most desirable or despicable animal in the neighborhood, share their favorite pet on The Sims 3 Exchange or witness the special lasting relationships their Sims build with their pets. The Sims 3 Pets is about the moments that are unique to the player who lives them.”

The Sims 3 Pets also features gameplay experiences specific to each platform. Exclusive to the PlayStation 3 and Xbox 360, players will explore all new venues and embark on mysteries in the New England -style town of Sugar Maple Coast . Karma Powers return to the console games and give players the ability to bestow wealth on their Sim or completely uproot their lives. New Karma Powers include: Transmogrify that allows a Sim, cat or dog to turn into a different species; Meteor Strike that drops space rocks from the sky; Feral Possession which turns players’ pets into furry terrors; and more. Exclusive to the Xbox 360, players who are Kinect-enabled can use voice commands to quickly jump between areas of Create a Sim and live mode to change outfits, fulfill the needs of both their Sims and pets and more.

In The Sims 3 Pets PC/Mac Expansion Pack, players are able to create and adopt dogs, cats and, another first for the franchise, horses. Fans are able to take their Sims and their pets on wild adventures while exploring the new world with animal-specific venues and environments such as the dog park, cat jungle or horse stables. Another exclusive to the PC/Mac version, players will be able to search through their world for the elusive unicorn. The magical unicorn can be added to a player’s household after they’ve built up the relationship enough. Unicorns offer fun opportunities to play with life by being able to bless other Sims, teleport around the world and even spark fires. Other minor pets that Sims can own and interact with, but are not fully controllable, include birds, rodents, lizards, turtles and snakes.

Unique to the Nintendo 3DS version of The Sims 3 Pets, players can now create, customize and control a household full of pets without any human Sims. In addition, players will be able to save up to three separate games, each with its own household of three playable Sims. Through gameplay, players can add a fourth member to their household. The Sims 3 Pets on Nintendo 3DS lets fans use Play Coins collected from the Nintendo’s 3DS pedometer feature to spend as Karma Power points. Additionally, players will be able to use Nintendo’s StreetPass function to share their Sims and pets with other Nintendo 3DS users in near vicinity.

The Sims 3 Pets is rated “T” for Teen, with an MSRP of $49.99 on PlayStation 3, Xbox 360 and $39.99 on Nintendo 3DS and PC/Mac.

The Sims 3 Plus Pets is also available on PC/Mac and bundles The Sims 3 base game and The Sims 3 Pets Expansion Pack with an MSRP of $49.99 .

For more information, visit http://www.thesims3.com/content/en_US/promo/pets/pets.htm, like the game on Facebook or follow us on Twitter. For more information on The Sims 3, visit http://www.thesims3.com/.

*Requires The Sims 3 for PC/Mac to play.

About The Sims

The Sims™ franchise, the groundbreaking game series that allows players to create and live a virtual, simulated life on a computer, celebrated its 10-year anniversary in 2010 and has sold more than 140 million units since its launch in February 2000 . Now translated into 20 different languages and available in 60 different countries, The Sims series has quickly become a universal gaming and cultural phenomenon. Since its June 2009 launch, The Sims 3 has sold more than 10 million copies worldwide across multiple platforms and was the #1 best-selling PC title for 2009 in North America and Europe . Fan intensity is evidenced through nearly 250 million downloads of player-created content including: The Sims characters, houses, stories and more. The Sims 3 community site, www.thesims3.com, welcomes up to seven million unique visitors monthly, handles more than 240 content downloads every minute and more than 3.5 million uploads to date, including 11 movies each hour. The Sims 3 YouTube Channel is within the top 10 most-viewed sponsored channels of all time, with more than 45 million video views. Visit The Sims 3 official website to see what the players are creating at www.TheSims3.com or the official YouTube Channel for The Sims at http://www.youtube.com/user/TheSims. The Sims 3 is available for PC, Mac, iPhone®, iPod touch®, mobile devices, PlayStation®3 computer entertainment system, Xbox 360® videogame and entertainment system, Nintendo DS™, Wii™ and Nintendo 3DS™. Join The Sims 3 Facebook or Twitter communities at www.facebook.com/thesims3 and www.twitter.com/thesims3. In August, 2011, The Sims Social browser-based game launched on Facebook and within one month garnered an impressive 50M monthly active users and secured the #2 position on Appdata’s chart of top Facebook games. To play The Sims Social, visit www.facebook.com/TheSimsSocial.

About Electronic Arts

Electronic Arts (NASDAQ:ERTS) is a global leader in digital interactive entertainment. The Company’s game franchises are offered as both packaged goods products and online services delivered through Internet-connected consoles, personal computers, mobile phones and tablets. EA has more than 100 million registered players and operates in 75 countries.

In fiscal 2011, EA posted GAAP net revenue of $3.6 billion . Headquartered in Redwood City, California , EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield, and Mass Effect™. More information about EA is available at http://info.ea.com.

The Sims and Need for Speed are trademarks of Electronic Arts Inc. Mass Effect is a trademark of EA International (Studio and Publishing) Ltd. John Madden, NFL and FIFA are the property of their respective owners and used with permission.

Major League Gaming Comes to Orlando, FL October 14-16

Thousands of the World’s Best Video Game Players to Compete in Orlando at the Major League Gaming Pro Circuit October 14-16

Competitor and Spectator Passes Now Available

Purchase an MLG League Membership for Discounts on Passes, Early Entry and More

Major League Gaming (MLG), the world’s largest competitive video game league, is returning to Florida from October 14-16 for the Orlando Pro Circuit video game competition at the Gaylord Palms Resort & Convention Center. Competitor and spectator passes are now on-sale at www.majorleaguegaming.com.

The Orlando competition is the last stop before the championship on the 8th annual MLG Pro Circuit tour. Thousands of fans will attend as the world’s best players square off in a three-day, double-elimination video game tournament for a chance at more than $120,000 in prizes. Gamers from as far as Korea, Sweden and Australia will compete against locals playing some of the most popular video games of all time including Blizzard Entertainment’s blockbuster real-time strategy game, StarCraft® II: Wings of Liberty on PC, the record-setting Call of Duty®: Black Ops on the PlayStation®3 (PS3™) system, and the popular Halo: Reach on Xbox 360.

Spectators will view the action via huge video screens and experience LIVE commentating. Attendees can visit an array of booths featuring meet and greets with the Pros, the latest products from MLG partners, pre-release access to games and more.

To receive discounts and added benefits, fans can purchase an MLG League Membership online.  Gold MLG League members ($29.99-12 months) receive $10 off a competitor pass and $5 off a spectator pass, early entry into the event, ad-free high quality live video streams for home viewing, discounts on MLG apparel and partner products and more. Silver MLG League members ($9.99-3 months) receive access to high quality, ad-free streams, premium VoD, access to member only forums and more.

For those that can’t make the event in-person, they can watch LIVE via streams online at www.majorleaguegaming.com.

The 2011 Pro Circuit culminates with the national championship in Providence, RI, November 18-20.

Details about the Orlando Pro Circuit:

Dates:                   Friday, October 14 – Sunday, October 16

Hours:

  • Friday, October 14 – Doors open at 1:30 PM with the official welcome at 5:00 PM and competition on the main stages from 5:30 PM – 12:30 AM
  • Saturday, October 15 – 10:00 AM to 12:00 AM
  • Sunday, October 16 – 10:00 AM to 8:30 PM, championship matches on the main stages from approximately 4:30 PM – 8:30PM

Location:              Gaylord Palms Resort & Convention Center

6000 W. Osceola Parkway
Kissimmee, Florida 34746

Pricing:

  • Spectator Passes for the weekend = $25
  • Halo: Reach Team Pass = $280
  • Call of Duty: Black Ops Team Pass = $240
  • Starcraft 2 Player Pass = $70

ABOUT MAJOR LEAGUE GAMING

Founded in 2002, Major League Gaming (MLG) is the dominant media property exclusively targeting the approximately 40 million consumers in North America who have a passion for playing video games as a competitive social activity. The company exclusively represents the best professional gamers and gives millions of aspiring gamers around the world an opportunity to compete, improve their skills, and socialize through a thriving online competitive community and live Pro Circuit competitions. For more information: www.majorleaguegaming.com.

EA Sets Gamers on a Race for Their Life on October 18 with “Need for Speed: The Run” Demo

EA Sets Gamers on a Race for Their Life on October 18 with “Need for Speed: The Run” Demo

REDWOOD SHORES, Calif.–(BUSINESS WIRE)– Do you have what it takes to beat your friends in a high-speed race from the Golden Gate to the Empire State? Electronic Arts Inc. (NASDAQ:ERTS) today announced that gamers will get a chance to test their mettle in an action-packed demo for Need for Speed The Run beginning October 18. Using the Need for Speed franchise’s signature Autolog feature*, gamers will compete to see who will come out on top and who will be left in the dust as they race through the Desert Hills of California and Independence Pass of Colorado.

In the Need for Speed The Run demo, players will have access to two high-powered supercars including the Lamborghini Gallardo LP550-2 Valentino Balboni. The second car, the 2012 Porsche 911 Carrera S, will be unlocked when gamers refer a friend to download the demo, giving them one of first opportunities to get behind the wheel of this 400HP luxury ride. The Need for Speed The Run demo will be available on Xbox LIVE® Marketplace worldwide and the PlayStation®Network in North America from October 18th to November 1st, and available on the PlayStation Network in Europe from October 19th to November 1st.

Need for Speed The Run takes gamers on a heart-pounding, high-stakes race that will have them surrounded by a constant feeling of danger. The heat is on and lethal action unfolds as gamers take on the role of Jack Rourke and battle 200 of the world’s most notorious racers for a $25M cash prize. Weaving through dense urban traffic, rocketing down icy mountain passes and navigating narrow canyons at breakneck speeds, gamers will be challenged in this illicit race for their life. Powered by Frostbite™ 2, Black Box makes its return and takes the action racing genre to new heights with stunning visuals and car physics that hug the road at insanely fast speeds. In Need for Speed The Run, the cars are hot, the racing is intense and the story will have players at the edge of their seat, delivering this holiday’s hottest action racing game.

Developed by Black Box, an EA studio, Need for Speed The Run will be available November 15, 2011 in North America and November 17, 2011 in Europe for the Xbox 360® videogame and entertainment system, PlayStation®3 computer entertainment system, PC, Wii™ and Nintendo 3DS™. For more information on Need for Speed, visit http://www.needforspeed.com or become a fan on Facebook at http://www.facebook.com/needforspeed and follow us on Twitter http://www.twitter.com/needforspeed.

* Available in the Xbox 360, PlayStation 3, PC and Nintendo 3DS versions only

About Electronic Arts

Electronic Arts (NASDAQ:ERTS) is a global leader in digital interactive entertainment. The Company’s game franchises are offered as both packaged goods products and online services delivered through Internet-connected consoles, personal computers, mobile phones and tablets. EA has more than 100 million registered players and operates in 75 countries.

In fiscal 2011, EA posted GAAP net revenue of $3.6 billion. Headquartered in Redwood City, California, EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield, and Mass Effect™. More information about EA is available at http://info.ea.com.

EA, EA SPORTS, EA Mobile, POGO and Need for Speed are trademarks of Electronic Arts Inc. Frostbite is a trademark of EA Digital Illusions CE AB. The names, designs, and logos of all products are the property of their respective owners and used by permission. Microsoft, Xbox 360 and Xbox LIVE are trademarks of the Microsoft group of companies. “PlayStation” and “PlayStation Network” are registered trademarks of Sony Computer Entertainment Inc. Wii and Nintendo 3DS are trademarks of Nintendo. All other trademarks are the property of their respective owners.

 

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EA Teams up with Football Stars for Battlefield 3: Operation Gridiron

EA Teams up with Football Stars for Battlefield 3: Operation Gridiron

Drew Brees, Clay Matthews, Larry Fitzgerald, and Jared Allen Team Up to Experience the Ultimate Special Operations Training Inspired by Battlefield 3 Videogame

REDWOOD CITY, Calif.–(BUSINESS WIRE)– From the football field to the battlefield, the Battlefield 3™ experience comes alive this fall! Electronic Arts Inc. (NASDAQ:ERTS) today announced that it has teamed up with some of football’s biggest stars for an exclusive reality show titled GTTV Presents Battlefield 3: Operation Gridiron. Airing on Spike TV this fall, the show takes quarterback Drew Brees, linebacker Clay Matthews, wide receiver Larry Fitzgerald, and defensive end Jared Allen into real-life combat scenarios inspired by the award—winning videogame, Battlefield 3. Filmed at a top secret location, these all-star athletes are provided the ultimate in combat training by some of the world’s most elite Special Operations Warriors. Following their advanced training, they must work together as a team to accomplish a live simulated operation, pulled straight from the gritty war scenarios players will face in the game. Starting today, weekly Tuesday webisodes will be posted at 9:00am PDT on the Battlefield Facebook page. The finale will air on Spike TV on October 24 at 12:00am EST/PDT and at 11:00pm CST. Gamers can “LIKE” Battlefield 3 on www.facebook.com/battlefield to view the Battlefield 3: Operation Gridiron webseries.

“Taking to the battlefield in these real life war settings was really exciting and eye-opening,” said All-Pro quarterback Drew Brees. “Every day men and women face challenges similar to what we tackled in this show but with potential dire consequences. Filming this show once again reinforced my respect for the soldiers who fight every day for our freedom.”

Battlefield 3, developed by DICE in Stockholm Sweden, is one of the most anticipated games of 2011, having already earned more than 50 awards including ‘Best Action Game’ and ‘Best Online Multiplayer Game.’ Critics praise the game for its intense gameplay experience, powered by the Frostbite™ 2 state-of-the-art game engine that delivers superior performance in character animation, visual rendering, audio and physical destruction. To accompany the game, Orion Publishing will release a novel called Battlefield 3: The Russian written by the highly decorated ex-SAS operator and best-selling author of Bravo Two Zero, Andy McNab, with co-author Peter Grimsdale. McNab is working with the creative team at DICE to ensure the authenticity and grittiness of today’s warfare is experienced in the single player, co-op and multiplayer campaigns.

Battlefield 3 will be available October 25, 2011 in North America for the PlayStation®3 computer entertainment system, the Xbox 360® videogame entertainment system and the PC. For the latest news on Battlefield please visit www.facebook.com/battlefield or follow us on Twitter a www.twitter.com/battlefield.

About Electronic Arts

Electronic Arts (NASDAQ:ERTS) is a global leader in digital interactive entertainment. The Company’s game franchises are offered as both packaged goods products and online services delivered through Internet-connected consoles, personal computers, mobile phones and tablets. EA has more than 100 million registered players and operates in 75 countries.

In fiscal 2011, EA posted GAAP net revenue of $3.6 billion. Headquartered in Redwood City, California, EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield, and Mass Effect™. More information about EA is available at http://info.ea.com.

The Sims and Need for Speed are trademarks of Electronic Arts Inc. Battlefield 3 and Frostbite are trademarks of EA Digital Illusions CE AB. Mass Effect is a trademark of EA International (Studio and Publishing) LTD. Xbox and Xbox 360 are trademarks of the Microsoft group of companies and are used under license from Microsoft. “PlayStation” is a registered trademark of Sony Computer Entertainment Inc. John Madden, NFL and FIFA are the property of their respective owners. All other trademarks are the property of their respective owners.

EA and Crytek Deliver Crysis to Consoles Today

EA and Crytek Deliver Crysis to Consoles Today

Suit up and Survive as the PC Hit Explodes onto PlayStation Network and Xbox LIVE

REDWOOD CITY, Calif.–(BUSINESS WIRE)– Electronic Arts Inc. (NASDAQ:ERTS) and award-winning developer Crytek GmbH, announced today that the critically-acclaimed, single-player campaign from the PC hit Crysis® is now available for purchase on PlayStation®Network and Xbox LIVE® Games on Demand for $19.99 or 1600 Microsoft Points. Gamers can now play with improved Nanosuit gamepad controls and fine-tuned combat as they take full advantage of CryENGINE 3®’s visual optimizations in this thrilling downloadable version of Crysis for consoles, which also has full stereoscopic 3D support.

“We’re really excited to bring the legendary Crysis to gamers who weren’t able to experience it the first time around,” said Cevat Yerli, Chief Executive Officer of Crytek. “The CryENGINE 3 has allowed us to remaster the single-player campaign and make significant advancements to the gameplay. We’ve added a new lighting system, some advanced rendering techniques and most importantly, we’ve optimized the Nanosuit controls to utilize its full potential on a gamepad. We really hope that gamers will enjoy playing the game as much as we’ve enjoyed developing it.”

In 2007, critics around the world hailed Crysis as the PC game that ushered in the next-generation of gaming with jaw-dropping visuals, industry leading technology and groundbreaking sandbox gameplay, featuring the super-powerful Nanosuit. Today, gamers will have the chance to utilize the Nanosuit as they fast forward to 2019 where a team of US scientists make a frightening discovery on an island in the South China Sea. All contact with the team is lost when the North Korean Government quickly seals off the area. The United States responds by dispatching an elite team of Delta Force Operators to recon the situation. As tension rises between the two nations, a massive alien ship reveals itself in the middle of the island. Now with hope rapidly fading, the US and North Koreans must join forces to battle the alien menace, fighting epic battles through stunning, photorealistic tropical jungles and frozen landscapes.

For more information on Crysis, please visit http://crysis.ea.com or http://mycrysis.com and follow the game on Twitter at http://www.twitter.com/crysis or “Like” Crysis on Facebook at http://facebook.com/crysis.

About Crytek GmbH

Crytek GmbH (“Crytek”) is one of the world’s leading independent development studios for interactive entertainment with its headquarters in Frankfurt am Main (Germany) and additional studios in Kiev (Ukraine), Budapest (Hungary), Sofia (Bulgaria), Seoul (South Korea) and Nottingham (UK).

Crytek is dedicated to creating exceptionally high quality video games for the PC and next-generation consoles, powered by their proprietary cutting edge 3D-Game-Technology CryENGINE®.

Since its foundation in 1999, Crytek has created the multi-award winning PC titles Far Cry®, Crysis® (awarded best PC Game of E3 2007 and Best Technology at the 2008 Game Developers Choice Awards), Crysis Warhead® (awarded Best Graphics Technology at IGN Best of 2008 Awards) and Crysis® 2 (awarded Best Shooter of E3 2010 and Gamescom 2010).

Crytek, Crysis and CryENGINE are registered trademarks or trademarks of Crytek GmbH in the USA, Germany and/or other countries.

About Electronic Arts

Electronic Arts (NASDAQ:ERTS) is a global leader in digital interactive entertainment. The Company’s game franchises are offered as both packaged goods products and online services delivered through Internet-connected consoles, personal computers, mobile phones and tablets. EA has more than 100 million registered players and operates in 75 countries.

In fiscal 2011, EA posted GAAP net revenue of $3.6 billion. Headquartered in Redwood City, California, EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield, and Mass Effect™. More information about EA is available at http://info.ea.com.

The Sims and Need for Speed are trademarks of Electronic Arts Inc. Mass Effect is a trademark of EA International (Studio and Publishing) Ltd. Xbox 360 is a trademark of the Microsoft group of companies. PlayStation is a registered trademark of Sony Computer Entertainment Inc. All other trademarks are the property of their respective owners.

EA, BioWare and LucasArts to Launch “Star Wars: The Old Republic” on December 20, 2011

EA, BioWare and LucasArts to Launch Star Wars: The Old Republic on December 20, 2011

The Republic or the Empire? Choose Your Side and Forge Your Own Personal Star Wars Saga in the Groundbreaking, Story-Driven MMO from BioWare

LONDON–(BUSINESS WIRE)– Today during their keynote address at the Eurogamer Expo, Dr. Ray Muzyka and Dr. Greg Zeschuk, co-founders of BioWare™, a label of Electronic Arts (NASDAQ:ERTS), announced that Star WarsTM: The Old Republic will launch in North America on December 20, 2011 and in Europe on December 22, 2011. Set thousands of years before the rise of Darth Vader, Star Wars: The Old Republic is a massively multiplayer online game challenging players with epic quests, featuring dynamic combat across iconic worlds in the Star WarsTM galaxy such as Tatooine, Alderaan, Hoth and more. Each of the game’s eight primary classes will enjoy their own unique trilogy of storylines, all of which are fully voiced with a sweeping musical score. Anticipation for the award-winning MMO is at an all-time high as Star Wars: The Old Republic has broken EA pre-order records and won over 95 industry awards and accolades from game critics worldwide.

“In 1977, Lucasfilm created magic with the release of Star Wars. Our goal is to capture some of that magic when we go live with Star Wars: The Old Republic on December 20,” said Dr. Ray Muzyka, Co-Founder, BioWare and General Manager, BioWare Label. “This is an incredible moment for everyone at BioWare and our partners at LucasArts who have dedicated so much of their lives to building this extraordinary game.”

Added Dr. Greg Zeschuk, Co-Founder, BioWare and General Manager of the MMO Business Unit of BioWare, “We appreciate the patience of the millions of fans who have been waiting for the game’s release. When we launch this groundbreaking MMO with world class storytelling this holiday season, we hope you will agree that it was worth the wait.”

Star Wars: The Old Republic is available for pre-order now at participating retailers* while supplies last. All players who pre-order will receive a redemption code that will unlock Early Game Access**, granting them access to the game before December 20, 2011 in North America and before December 22, 2011 in Europe. Pre-order quantities are limited and Early Game Access will only be available to those who pre-order the game and redeem their code before the game’s official release. Included with the purchase of every copy of Star Wars: The Old Republic is 30 days of access to the game, after which players can continue to play through subscribing*** at either $14.99 per month, $41.97 for 3 months ($13.99 per month), or $77.94 for six months ($12.99 per month).

Star Wars: The Old Republic has been lauded for breaking new ground in the genre by building on traditional MMO gameplay pillars of combat, exploration, character customization and progression, and adding a powerful fourth dimension to the experience — story with personal choice and consequence. The Old Republic is set thousands of years before the rise of Darth Vader, when the Star Wars galaxy is in the midst of a cold war. Players will be asked to join forces with either the Galactic Republic or Sith Empire and choose one of eight iconic Star Wars characters: Jedi Knight, Jedi Consular, Smuggler, Trooper, Bounty Hunter, Imperial Agent, Sith Inquisitor and Sith Warrior. Every player’s story will unfold based on meaningful choices made throughout the game, enabling them to become the hero of their own personal Star Wars saga. Along their journey, players will encounter companion characters with whom they can build and break meaningful relationships as they fight by their side. Players will explore a vibrant galaxy, engage in heroic battles, and experience visceral Star Wars combat.

For more information on Star Wars: The Old Republic, please visit www.StarWarsTheOldRepublic.com, follow the game on Twitter at http://twitter.com/swtor or “Like” Star Wars: The Old Republic on Facebook at http://facebook.com/starwarstheoldrepublic.

* Conditions and restrictions apply. See www.StarWarsTheOldRepublic.com/preorder for details.

** Codes are redeemable at www.StarWarsTheOldRepublic.com/preorder. Pre-order quantities are limited and will be processed in the order they are received.

*** Subscription pricing in the United Kingdom will be £8.99 per month, £25.17 for three months (£8.39 per month) or £46.14 for six months (£7.69 per month). Subscription pricing in Europe will be €12.99 per month, €35.97 for three months (€11.99 per month) or €65.94 for six months (€10.99 per month).

About Lucasfilm Ltd.

Lucasfilm Ltd. is one of the world’s leading film and entertainment companies. Founded by George Lucas in 1971, it is a privately held, fully-integrated entertainment company. In addition to its motion-picture and television production operations, the company’s global activities include Industrial Light & Magic and Skywalker Sound, serving the digital needs of the entertainment industry for visual-effects and audio post-production; LucasArts, a leading developer and publisher of interactive entertainment software worldwide; Lucas Licensing, which manages the global merchandising activities for Lucasfilm’s entertainment properties; Lucasfilm Animation, which is currently producing content for film and television, including Star Wars: The Clone Wars, a CG-animated half-hour television series; and Lucas Online creates Internet-based content for Lucasfilm’s entertainment properties and businesses. Additionally, Lucasfilm Singapore produces digital animated content for film and television, as well as visual effects for feature films and multi-platform games. Lucasfilm’s motion-picture productions include three of the 20 biggest box-office hits of all time and have received 19 Oscars and more than 60 Academy Award nominations. Lucasfilm’s television projects have won 12 Emmy Awards. Lucasfilm Ltd. is headquartered in San Francisco, Calif. LucasArts, a Lucasfilm Ltd. company, is a leading developer and publisher of interactive entertainment software worldwide for video game console systems, computers and the Internet. Based in San Francisco, Calif., as well as on the Internet at www.lucasarts.com, LucasArts was created in 1982 by George Lucas to provide an interactive element to his vision of a state-of-the-art, multifaceted entertainment company.

About BioWare

The BioWare Label is a division of EA which crafts high quality multiplatform role-playing, MMO and strategy games, focused on emotionally engaging, rich stories with unforgettable characters and vast worlds to discover. Since 1995, BioWare has created some of the world’s most critically acclaimed titles and franchises, including Baldur’s Gate™, Neverwinter Nights™, Star Wars®: Knights of the Old Republic™, Jade Empire™, Mass Effect™ and Dragon Age™. BioWare currently operates in seven locations across the world, including Edmonton (Alberta, Canada), Montreal (Quebec, Canada), Austin (Texas), Fairfax (Virginia), San Francisco (California), Los Angeles (California) and Galway (Ireland).

In 2008, BioWare was acquired by Electronic Arts, a leading global interactive entertainment publisher. In 2011 EA created the BioWare Label, alongside EA Games, EA SPORTS™ and EA Play. For more information on BioWare, visit www.bioware.com, or follow us on Twitter at www.twitter.com/bioware. To join the millions of fans already registered with the BioWare community, go to http://social.bioware.com.

About Electronic Arts

Electronic Arts (NASDAQ:ERTS) is a global leader in digital interactive entertainment. The Company’s game franchises are offered as both packaged goods products and online services delivered through Internet-connected consoles, personal computers, mobile phones and tablets. EA has more than 100 million registered players and operates in 75 countries.

In fiscal 2011, EA posted GAAP net revenue of $3.6 billion. Headquartered in Redwood City, California, EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield, and Mass Effect™. More information about EA is available at http://info.ea.com.

LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. © 2011 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. All rights reserved. BioWare , Jade Empire, Mass Effect and Dragon Age are trademarks of EA International (Studio and Publishing) Ltd. EA SPORTS, The Sims and Need for Speed are trademarks of Electronic Arts Inc. All other trademarks are the property of their respective owners.

XBOX 360 Game Review “Dead Island”

Developer: Techland
Distributor: Square Enix
Publisher: Deep Silver
Platform: Xbox 360
Mode: Single-player, Multiplayer
Rating: ESRB: M

Our Score: 5 out of 5 stars

First, and above all foremost, this is NOT your “Mom’s” Zombie game. This game is bloody, gory, creepy, and fun as all hell. I wanted to play it the first time I saw the official announcement trailer, watch below. This game has the “scare” feeling you get from BioShock, coupled with good music and sound effects. The scare factor is what I loved the most. If you want to really get into the game, play at night, in the dark, using a Ear Force X41 headset, which I absolutely love. You can hear all of the little details in the background, not just the ones close to you. My roommates had a particularly joyful time sneaking up on me. The game is set in an absolutely spectacular island setting, with blue skies filled with puffy white clouds, and crystal blue waters. The fact that a zombie apocalypse begins here of all places is ironic.

Now before you just punch the heck out of the start button to jump in to the game, make sure you watch that intro. For one thing the song “Who Do You Voodoo, Bitch?” is addictive, but mainly because it sets up the story for you. For example, it explains why you start out by waking up on the floor in a hotel room. You also want to pay close attention to your mini map and the “bread crumb trail” in the beginning or you will find yourself dying several times before you get off the floor of your hotel room.

Game play is smooth and easy to catch on to changing weapons and setting skill points. Just make sure you are in a safe place when you set those skill points because live mode is still live when you go into your inventory, map and skills section. The tutorial is short, and sweet, getting you into the fray pretty quickly. There are loads of places and things to loot, from the numerous luggage left all over the island, to refrigerators, cupboards, phones and even computer towers give you items to sell, modify your weapons; even the zombies sometimes give out health packs!

Health is regenerated from eating fruit, energy bars, and drinking energy drinks, or using med kits which are given like an injections. Several friends and I have joked that the med kits are more akin to taking an insulin shot after the number of energy drinks and energy bars one consumes to stay alive. Dying doesn’t kill you in the XP section like most games, or the loot, but it will make a nice dent in your wallet. Sadly returning to the site of your demise doesn’t replenish that wad of cash either, you just want to make sure you loot when you can, especially zombies and safe’s as they give really good handfuls.

You have an option of playing in either Co-Op Mode or Multiplayer Mode and in either mode you play through the story line. The difference is with Multiplayer Mode you can join random other peoples games or they can jump into your game depending on the settings you have changed. I particularly enjoyed the Multiplayer mode because anyone could just jump in your game at any time and help you out. You also learn a lot of tips and tricks from them. Then again if they just annoy you you do have the option to boot them out of your game.

With all games there are of course some issues. For instance trying to take a shortcut over a large hill rather than going around it will sometimes find you stuck, or that gap between the fence and stairs will send you suddenly to your death. I find the game play was so much fun that the little things that annoyed me were very pale in comparison. There are some other little glitches, some of them so easy you can’t help but wonder if the programmers did it on purpose. For instance, with an especially expensive or all around awesome weapon equipped, holding down your left trigger, then holding down Y and then holding down right trigger (so they are all held down at once at the end) you drop your weapon, and a duplicate of it. This is a particularly nice “glitch” when you need more money (duplicate, sell, repeat) or when you want to save on the costly price of repairing your weapons (duplicate and save weapon that is at 100%).

All in all I absolutely LOVED this game. The story line is terrific, even including a rather unique reason how the whole zombie thing began. But I suggest you play yourself and try it out. This is definitely a game I recommend to anyone over 18 (there IS a lot of blood and gore!)

Relativity Media & Future Games of London Create Game “Hungry Shark Night”

Bikinis?  Check.  Jet skis?  Check.  Beautiful lake house in the middle of nowhere?  Check. Blood-thirsty sharks in the lake? Double Check!  From the developers of the popular “Hungry Shark” games and  the makers of the mega-hit film Limitless and the upcoming Immortals, Future Games of London and Relativity Media bring you something extra special: Hungry Shark Night!

The game is an adaptation of this Fall’s sexy and terrifying release of Shark Night 3D.  A sexy summer weekend turns into a blood-soaked nightmare for a group of college students trapped on an island surrounded by voracious underwater predators in Shark Night 3D, a terrifying thrill ride featuring a red-hot young cast including Sara Paxton (Superhero Movie, Last House on the Left), Dustin Milligan (“90210,”Slither), Chris Carmack (“The O.C.”), Joel David Moore (Avatar) and Katharine McPhee (The House Bunny).  Shark Night 3D is directed by David R. Ellis (The Final Destination) and written by Will Hayes and Jesse Studenberg.

In this new exhilarating game, player can choose to be one of three sharks:  Tiger Shark, Hammerhead Shark and of course, always the crowd’s favorite: The Great White

Swim through the darkness, navigate your way tomunch on packs of fish, unsuspecting swimmers and discover hidden treasures in the mist of crimson bath.

Game Features:

+ In-App purchases for extra blood, health boost and many more

+ Hidden Treasures
+ Hi-Score Leaderboard
+ HD Graphics
Get the app now at:
http://itunes.apple.com/app/id454429226?mt=8

So grab your suits, hold your breath and watch out for what’s in the water!

ABOUT SHARK NIGHT 3D
DIRECTOR: David Ellis (The Final Destination)
WRITERS: Will Hayes and Jesse Studenberg
CAST: Sara Paxton- SARA (Sleepover, Superhero Movie)
Dustin Milligan- NICK (Final Destination 3)
Chris Carmack- DENNIS (The Butterfly Effect 3: Revelations)
Joel David Moore- GORDON (Avatar)
Katharine McPhee- BETH (The House Bunny)
Sinqua Walls- MALIK (From the Head)
Donal F. Logue- SABIN (Max Payne)
Joshua Leonard- RED (The Blair Witch Project)
Alyssa Diaz- MAYA (Red Dawn)
Chris Zylka- BLAKE (The Amazing Spider-Man).
PRODUCERS: Mike Fleiss, Lynette Howell and Chris Briggs
EXECUTIVE PRODUCER: Douglas Curtis

A sexy summer weekend turns into a blood-soaked nightmare for a group of college students trapped on an island surrounded by voracious underwater predators in Shark Night 3D, a terrifying thrill ride from director David Ellis (The Final Destination, Snakes On a Plane), featuring a red-hot young cast including Sara Paxton (Superhero Movie, Last House on the Left), Dustin Milligan (“90210,” Slither), Chris Carmack (“The O.C.”), Joel David Moore (Avatar), Chris Zylka (The Amazing Spider-Man) and Katharine McPhee (The House Bunny).

Arriving by boat at her family’s Louisiana lake island cabin, Sara (Sara Paxton) and her friends quickly strip down to their swimsuits for a weekend of fun in the sun. But when star football player Malik (Sinqua Walls) stumbles from the salt-water lake with his arm torn off, the party mood quickly evaporates. Assuming the injury was caused by a freak wake-boarding accident, the group realizes they have to get Malik to a hospital on the other side of the lake, and fast.
But as they set out in a tiny speedboat, the college friends discover the lake has been stocked with hundreds of massive, flesh-eating sharks! As they face one grisly death after another, Sara and the others struggle desperately to fend off the sharks, get help and stay alive long enough to reach the safety of dry land.

Trailer: http://www.youtube.com/sharknight3d
Facebook: https://www.facebook.com/SharkNight3D
Twitter: http://twitter.com/#!/sharknight3d
Official Site: http://www.iamrogue.com/sharknight3d

PS3 Game Review “Alice: Madness Returns”

Developer: Spicy Horse
Publisher: Electronic Arts
Designer: American McGee
Engine: Unreal Engine 3
Platform: Microsoft Windows, PlayStation 3, Xbox 360
Genre: Action-Adventure, Platform
Mode: Single-player
Rating: ESRB: M

Our Score: 4.5 out of 5 stars

Click here to view our interview with the game’s creator American McGee.
Click here
to enter for a chance to win a copy of the game on Playstation 3.

“American McGee’s Alice” has always been one of my favorite games to date. I have been early awaiting the release of this game…so let’s just say that expectations are very high. But worry though, this game comes through well over expectations. The game takes place 11 years after the first game (like in real life between their releases). Unlike the first game which was only released on PC and Mac format. This game is released on PC, PS3 and Xbox 360, so it is the first time it is available on console. If you are a fan of the original you will be greatly appreciative to hear that the first game, “American McGee’s Alice” is included for free on the disc of each game. So fans rejoice, 11 years was worth the wait because this game in plain English..KICK MAJOR ASS!

It’s eleven years since Alice left Rutledge (where we left her from the first game) and she is being taken care of by a child psychiatrist in London. She is still fighting the loss of her family and she starts to lose grip reality and returns to Wonderland. Unfortuntely the Wonderland she knew is gone and it is now a completely different place. This time, though, there’s an bigger question fueling her madness is the truth behind the fire that caused her family to die.

The visuals are stunning. The level design is very smooth and well done. The design isn’t the only thing that got an upgrade though Alice also is now about to double jump using twirls, she can also glide after jumping. She has the ability to shrink on demand to get to those hard to reach spots. I have been reading that some people are having issues with the controls and cameras. I find it to be the complete opposite in fact. I thought the cameras track well and the controls are definitely manageable (I just keep forgetting how to get that damn umbrella to come out).

“Alice: Madness Returns” is also heavy on the action and has some really dark gameplay. Alice has many weapons in her arsenal like the Vorpal Blade (can’t beat the classic hack/slash), Pepper Grinder (machine gun-like) and Hobby Horse (melee smash attack). What I also like about this game is that each hit will turn into a combo when combined with other buttons and dodges. I would have to agree pretty well with the games M rating, it definitely pushes the barriers, but that is a good thing. There are a few minor glitches I found the game, mostly when changing rooms or entering keyholes but otherwise, I didn’t noticing any lagging or freezing. The length of the game is decent and leaves you definitely feeling satisfied.  This is a must buy and I can’t wait to replay it again to see things that I missed the first time.

Now like I mentioned earlier the original American McGee’s Alice is included on the disc (unlockable using an online pass at the console store). One thing is though, after playing “Madness Returns” which is so smooth and beautiful, switching back to the original really shows its age. But hey what do you expect…11 years is a long time and games look better today that is expected. Getting to play the original for the first time on a console was really sweet and was a great idea for them to include it on this disc.

 

Interview with American McGee

American McGee is the man behind the game ‘American McGee’s Alice” and its follow-up “Alice: Madness Returns”. American currently runs his own game development company, Spicy Horse, which is based in Shanghai, China. Movie Mikes had a chance to pick American’s brain about the new games as well as other projects he is currently working on.

Click here to read our review of “Alice: Madness Returns”
Click here
to enter for a chance to win a copy of the game on Playstation 3.

Mike Gencarell: So why the 11 year wait between “American McGee’s Alice” and “Alice: Madness Returns”?
American McGee: There wasn’t really anything magic of the time between the new game and the last game.  The truth is that it was just a matter of being in the right place at the right time, which was also the case when we made the first game.  But this time around…I had left EA after the first game and lived in Los Angeles for a while.  Then I moved to Hong Kong, then to Shanghai.  I had to move to Shanghai and start a studio here before I thought we had the development capabilities to tackle doing a sequel.  So I called up EA and let them know what I had in mind.  They thought it sounded good so we got it started.  It really just came down to “right place, right time.”

MG: What inspired you to take the wacky world of “Alice” and turn it into a very dark psychotic world?
AM: Basically EA asked me to come up with the game concept.  I spent the years prior to working at EA working at id software, where we did all the “Dune” and “Quake” games.  I was actually tired of the whole “space marine/big brown worlds and guns” games and I had a feeling that I wanted to come up with something that would really push both the technology and the story telling.  I was driving in my car one day and this song by the Crystal Method came on.  It was called “Trip Like I Do.”  The song opens up with a guy doing sort of a monologue talking about a world of wonder.  And those words hit my brain and I started thinking “wonder….wonder….wonderland.”  I thought we could do something really fantastic with “Alice in Wonderland.”  So when I got back to my office I sat down and started thinking about the characters and Alice’s world and how it could be adapted to appeal to gamers but also maintain the appeal that the books have to such a wide audience around the world.  So out of that was born this world and this story and this take on it which a lot of people seem to think feels like a good direction.

MG: Tell us about the development for the CGI cut-scenes in the new game?
AM: We still kept it kind of old school.  We use a lot of storytelling in the environment.  It’s a lot of passive stuff so that we don’t take the player out of the game playing experience.  Then we also have the cut-scenes in game, like a lot of games do, where we’re using the characters in the world to tell some of the story.  The only thing we have that is sort of pre-rendered are the 2 ½ D motion graphic cinematics.  We just recently released one of those, which is the opening to the game.  It’s a two and a half minute long animation showing the opening of the game.  We actually ended up doing over 30 minutes of animated content like that.  It’s really cool because it suits the game really well.  It tells the story really well.  It really fits into her world.

MG: If you had to choose one thing, what did you enjoy most about doing the new game?
AM: I’d say that it’s the overall sense of pride the studio has in having delivered the game because it’s actually quite historic to see a full blown cross-console/cross-platformplay Triple A western game concept get developed from start to finish in China.  For gaming China has historically been a place that’s mainly used for outsourcing.  Even when you have companies like EA and other big studios here a lot of the creative direction…a lot of the development…is actually being done off shore, outside of China.  They’re giving a lot of the core production work to the team here.  This is the first time that, from start to finish, we built a game of this size and this caliber in China.  The whole team is quite proud of that.

MG: What was the biggest challenge in bringing “American McGee’s Alice” to Xbox Live and PlayStation Network?
AM: There were a lot of little obstacles and hurdles for the tech team to get over.  That was almost purely a tech job.  Basically on our side we had two guys, Jake and Milo, doing all the coding.  We also had a company on the west coast of the U.S.  It’s kind of ironic.  We’re in China and we outsourced the work for some of the technology to a company in California.  They did have to jump over some hurdles to get the game to fit to memory and for the interface  to come up to the standards that are required by the platforms.  But so much time has passed.  The power that is now available on the consoles is definitely up to the task of playing the game.  And it looks great.  If you play the old game now, on a console and a big screen, it’s absolute gorgeous.  The original “Alice” was envisioned as a console title early on.  There was meant to be a console version – a PS 2 version – when we finished the PC version.  It actually comes over very nicely.  At its core the soul of the game is really a console  platformed action game. It came over quite nicely.

MG: The music composed by Chris Vrenna in the first game was fantastic.  Tell us about the score for “Madness Returns”?
AM: Chris came out early on and actually consulted with our composers and sound designers here in Shanghai.  He ended up contributing one track but the bulk of the music was done by Jason Tai.  We also had a guy named Marshall Crutcher in San Francisco that did a lot of the more classical pieces that were traditionalist instruments like cello and violin.  So if you listen to the main theme of the song that was something that Marshall contributed.  But the bulk of the audio done in China was done under Jason’s direction.  Jason is Malaysian but went to school in England so he brought with him a really wide range of ability and an exposure to music from around the world.  So when you play the game and you move through the world you get a really good sense of that.  There’s a lot of diversity…a lot of variety in the music.

MG: Was it different making a multi-platform game vs. just a PC game?
AM: I’d like to say that there was something really different about it but the truth is that so many people on the team, myself included, had prior experience in console development and the technology these days allowed us to create a game that is automatically cross-platform right out of the box.  It really makes it pretty straight forward as long as you put your planning together the right way early on.  Something as a studio that we really pride ourselves on is being really good at the planning for these long term projects.  And as a result we’ve actually developed a pretty sane development process and schedule.

MG: There have been talks since 2004 about a film adaptation of”Alice.”  Now that it is back in the spotlight, do you think those ideas will be revisited?
AM: It’s largely out of my hands.  There’s a film producer in Hollywood that is in control of the rights.  That’s the destiny of the project.  But I know that he’s trying many ways to get it set up and made.  I decided a long time ago not to hold my breath when it comes to the ways and moves of Hollywood.  Sometimes things can happen ridiculously fast and sometimes it can take decades for stuff to get made.  I think we’ll all just have to wait and see if maybe the new game has an impact on getting the film to move forward.

MG: Why was the game production on “American McGee’s Oz” canceled and do you ever plan to revisit that project?
AM: It was really sad.  When I left EA we had all of this momentum because of the success of “Alice.”  I figured I’d done “Alice in Wonderland” so I decided to tackle “The Wizard of Oz.”  So we came up with some story lines and some art and started building the concept.  We had toys made, had a book deal in place, got the game deal set up…had the film rights sold.  Everything was moving along and feeling really great.  Then one year into production on the game the publisher ran into pretty significant financial troubles.  And they killed, across the board, all of the their games except for one.  They were just finishing up the MMO for “The Matrix.”  They had run out of money and they cut out work on all games except for the one they thought would make them some money back.  So we were a victim of their financial woes.  And once the game fell a lot of the other stuff also started to fall by the wayside.  When the film guys saw that the game wasn’t going to get made they cooled on the film idea.  And so forth and so on.

MG: Is that something you can now proceed on with your own studio, Spicy Horse?
AM: Right now that project is so messy in terms of the rights.  The game rights are owned by Atari still.  The film rights are sitting at Disney with Jerry Bruckheimer.  Somebody has the toy rights, somebody has the book rights.  I think today to get the momentum back and get the project moving again would just be so much work and trouble.  I think, in fact, should we decide to ever revisit “Oz” we would just start from scratch.  Because it is a public domain story we could come up with a whole new take on it and just relaunch completely from scratch.  We may do that someday but for now we have a lot of other stuff that we’re working on that’s keeping us occupied.

MG: What’s next from Spicy Horse?
AM: We just announced some news.  Actually, “Alice,” for us, was a bit of a distraction from our core business strategy, which has a lot to do with why I came to China in the first place.  And that was to be in the on-line game space.  Our first project was strictly on-line, an episodic project called “Grim.”  We just announced that we’ve secured financing that we’re going to use to self-fund a lot of original IP.  And we also just signed a deal with a company in which we’re going to take one of their existing IPs  and transform it into a 3-D free-to-play game.  So from this point forward all of our focus is going to be on making on-line multi-player free-to-play games.  These will be in 3-D.  A lot of your Facebook games are in 2-D and we want to help transition the market to 3-D.  So that’s where a lot of our energy will be going as we move forward.