Wednesday, July 22, 2009

New FIFA 10 Developer Blog, Responding To Community Feedback.


The latest FIFA 10 developer blog looks at how they respond to feedback and what changes have been made.

Forums are a good place to find ideas, complaints and suggestions. they do stress that some issues cannot be fixed in one game cycle, which means not all problems are fixed, but by using forums they can see what pressing issues can be fixed before the next game is released. for FIFA 10, one of the biggest issues that they managed to fix was that Goalkeepers couldn't get cards in FIFA 09, now they can.
Forums can be limiting, players don't have the newest code/build of the game, so another way they get feedback is to bring players to their studios to try out the new code and comment.

One possible game breaking issue was that the midfield could be useless if you had a fast striker and a good through ball. as this was unbalancing the game offline and online, they have worked to resolve the issue. Defenders got better AI, dribbling speed was reduced, and goalkeepers now quickly try to reduce the angle when such a ball comes through.
A list of changes made, from feedback, for FIFA 10 are:
  • Ability to change kick taker on set pieces
  • Ability to move the wall
  • Preventing goals being scored from kick-off
  • Making offsides less frequent and improving our advantage logic
  • Quick Free Kicks
  • Fewer ‘cut scenes’ replaced by on-the-field player reactions
  • ‘Super Long Throws’ – Players like Rory Delap will be able to throw the ball into the heart of the box from afar
  • New ‘Ball Avoidance’ logic so teammates and the referee will get out of the way of passes and shots
  • And many more!

Developer Blog

FIFA 10 – Blog 3
Gameplay Producer Blog – Responding to Community Feedback

Before becoming part of the FIFA Development team, I was a FIFA fan for as long as I can remember. Growing up in Bogota, Colombia, I bought a copy of FIFA 96 when I was about 13 years old, and have played every subsequent title since. Back then I played countless hours of FIFA on the only desktop computer we had at the house. Unfortunately, it was in my sister’s room…I don’t think she likes FIFA very much.

Each FIFA title has given me innumerable moments of joy and football glory, accompanied by numerous pet peeves that frustrated my gaming experience – I mean, why does my defender stop on through balls? And why does the CPU always score the same goal? And why is it so easy for me to score the same goal over and over again?

When I joined the FIFA team as a Gameplay Producer for Xbox 360 and PS3 in 2007, I was glad to find out that part of my job consisted of visiting the forums and other online sites in order to find out what was frustrating FIFA gamers around the world. For FIFA 10, making sure we responded to fan feedback was paramount. From fixing bugs and exploits to refining and innovating in response to requests from fans, we have involved the community in our attempt to make the best football game ever.

The Value of Feedback
The forums are full of really good ideas and suggestions. The true value of feedback, however, lies not in these original ideas, but rather in helping us realize what the most important things for the community are. In other words, I think we are very good at knowing what is wrong with the game and what we need to do to improve it. Unfortunately, we cannot fix everything in one (or several!) production cycles. Knowing what the most pressing and important issues are for our fans helps us prioritize the countless things we want to fix.

For example, we’ve always known that the Goalkeeper could not get sent off in FIFA 09. Ever since I joined the team, we’ve wanted to fix this. However, technical difficulties made fixing this trivial problem anything but simple. We knew the problem was there, we wanted to fix it, but we never thought it was important enough to merit the several days of production time it required. Then, a few months following the release of FIFA 09, I kept running into more and more people upset about the Goalkeeper being impervious to cards. They argued, quite rightly, that it was unrealistic and it rendered the backup Goalkeepers useless. Late in the production cycle, I decided to investigate what it would take to fix it. I got the different game areas together – one of the challenges for this feature is that it requires rendering, front end, audio, and gameplay support – and set out a plan to implement it. A couple of weeks later, I was happy to go on the forums and let everyone know that in FIFA 10, the Goalkeeper will be able to get red carded. Had it not been for the community feedback, it is unlikely this feature would have made it into FIFA 10. Now everyone will have to think twice before leaving the keeper out of the lineup!

It’s not just about the forums
We take a proactive approach when it comes to getting feedback on our game. The forums are extremely important, but the feedback we find there is limited to the title we already released. Just as critical is getting fans to play the most up-to-date version of FIFA. To do this, we find several people from around the world who love football video games to come to our studio in Vancouver, BC and play the latest version of the game – the one with the latest code, features, game modes, etc. We do this several times during the production cycle, and not just in Vancouver but also in EA offices overseas. As a Gameplay Producer, I play FIFA every day to make sure we deliver against the vision set out for the game. However, when you play the game every day it is easy to lose perspective on how it is changing – how different it is from the previous iteration and whether we are on the right track. These ‘playtests’ give us a valuable opportunity not just to ask specific questions and get feedback on new features, but also to make sure our fans are excited about the direction we are taking FIFA in year after year.

So what can you expect in FIFA 10?
Along with innovating and refining our game, responding to feedback from the community was one of the paramount goals for FIFA 10. We will never be able to address all of the issues in any given year, but I think we took great strides in getting rid of some of the frustrations expressed by the community.

One such frustration that I wanted to make sure we addressed this year is how easy it is in FIFA 09 to play through balls for your fast striker to run onto and get a one-one-one with the goalkeeper. Lots of people on the forums were complaining that there was no need for midfield build-up play and that teams with strong and fast strikers had too big of an advantage – a problem that made online games very one-dimensional, as there seem to be no way of defending against the through balls. I am South American, so I’m all about midfield build-up! Remember Carlos Valderrama? Oh, how I miss him…

For FIFA 10, we have spent a significant amount of time addressing issues like this one in order to ship a game as balanced as possible. For this particular case, some of the improvements we made to fix the problem included: tuning our covering and positioning logic so that defenders can be in a better position to cope with ground and lofted through balls; we slowed down the dribblers’ speed a bit more when they touch the ball while dribbling so fast defenders will be able to catch up to dribblers more often (it makes sense, since you cannot sprint as fast off the ball as you would if you have to be taking consecutive dribble touches!); and we improved the Goalkeepers’ positioning and behavior during breakaways so they narrow down the angle better during one-on-ones.

There are many more examples like this one that illustrate how important it has been for us this year to use the feedback from the community in our development of FIFA 10. As I mentioned earlier, it is not just about fixing bugs and exploits. It is also about responding to requests. We have gone through countless forum threads, and many of the requests we have found there will be addressed in FIFA 10. Perhaps one of the best examples is that we will include a Practice Mode this year. Using the Back/Select button from the 1 on 1 arena, you’ll be able to bring up a menu allowing you to choose to play a practice match or set pieces, as well as the number of players you want on the field. You asked for it, you got it!

I should wrap this up now, but I will leave you with a taste of some of the other Gameplay features that will be in FIFA 10 as a result of feedback from the community.
Ability to change kick taker on set pieces

Ability to move the wall

Preventing goals being scored from kick-off

Making offsides less frequent and improving our advantage logic

Quick Free Kicks

Fewer ‘cut scenes’ replaced by on-the-field player reactions

‘Super Long Throws’ – Players like Rory Delap will be able to throw the ball into the heart of the box from afar

New ‘Ball Avoidance’ logic so teammates and the referee will get out of the way of passes and shots

And many more!

I hope you enjoy playing FIFA 10 as much as I did making it. Looking forward to visiting the forums and getting your feedback – keep it coming!

Santiago Jaramillo
Gameplay Producer
FIFA10 – Xbox 360, PS3

Xbox 360 Live Announce Partnership With Ibiza Rocks To Deliver Music And Footage Throughout Summer 2009.



Xbox 360 Live has announced a partnership with Ibiza Rocks Hotel to deliver Ibiza Rocks music and footage of this years summer lineup of bands and breakthrough artists.
Calvin Harris, The Enemy And Reverend And The Makers, Dizzee Rascal, Vampire Weekend and Klaxons Shows will all be available on Xbox Live for an Exclusive period.
Some of these performances will be on Xbox.com after they have been released on Xbox Live.


Press Release

LONDON, 22nd July – Xbox® today celebrates another exciting partnership with Ibiza Rocks Hotel as it announces plans to exclusively deliver Ibiza Rocks music content including performances and backstage footage throughout this Summer’s stellar line up of the biggest bands and breakthrough artists.

This year sees the return of the Xbox Social to the Ibiza Rocks Hotel, allowing guests at the party island’s favourite hotel to sample the very best in music games on the ultimate entertainment console. In partnership with Guitar Hero World Tour, Xbox LIVE fans will be able to watch HD footage** of the summer’s hottest action directly through their Xbox for an exclusive period of time.

Fans will be able to catch all the poolside performances and behind the scenes action from Ibiza Rocks including Calvin Harris, The Enemy, Dizzee Rascal, Vampire Weekend, Klaxons and many more hot acts in full HD throughout the summer on Xbox LIVE before the shows land several days later on www.xbox.com.

Xbox LIVE, the free-to-connect online service, not only connects you to range of great Music experiences, but incredible free content like the official Ibiza Rocks show. Kicking the summer off in true style are the Ting Tings, who, following a set by pop sensation Frankmusik, were warmed up by a blistering DJ set from Radio 1’s Zane Lowe in the first edition of “Xbox 360 and Guitar hero World Tour Present: Ibiza Rocks”.

With the Ting Tings, Kooks and Friendly Fires already up on Xbox LIVE, keep an eye out for the following shows across the summer, hitting Xbox LIVE for an exclusive period:

• Calvin Harris plus Kissy Sellout (Live) with a special DJ set from Burns*
• The Enemy plus Reverend and the Makers*
• Dizzee Rascal plus Example and Newham Generals*
• Vampire Weekend plus Mike Snow*
• Closing Party with Klaxons and The Big Pink*
Performances covered on Xbox LIVE
** HD compatible TV required

For press enquiries please contact:
Andy Irving / 0118 9094599 / v-andyir@microsoft.com

About Xbox 360
Xbox 360 is a premier video game and entertainment system. It is home to the best and broadest games as well as the largest on-demand library of standard- and high-definition movies and TV shows connected to the television — with music coming this fall. The digital centre of the living room, Xbox 360 blends unbeatable content with the largest online social network of 20 million members on Xbox LIVE to create a limitless entertainment experience that can be shared at home or across the globe. With the addition of currently code-named “Project Natal,” Xbox 360 will forever transform social gaming and entertainment with a whole new way to play — no controller required. More information about “Project Natal” and Xbox 360 can be found online at http://www.xbox.com/projectnatal and http://www.xbox.com.

About Xbox LIVE
Xbox LIVE is the largest gaming and entertainment network and delivers more entertainment than any device connected to the television, including movies, TV, music and games. Xbox LIVE is also the only entertainment service to provide instant on 1080p streaming HD video from Zune video. With an active community of more than 20 million people across 26 countries, Xbox LIVE lets you play the best games, enjoy the largest on-demand library and, coming soon, listen to millions of songs — all while connecting to friends anytime. An Xbox LIVE Gold membership provides you with exclusive benefits and premium access to entertainment from the top studios and services, all in one place. More information about Xbox LIVE can be found online at http://www.xbox.com/live.

About Microsoft
Founded in 1975, Microsoft (Nasdaq “MSFT”) is the worldwide leader in software, services and solutions that help people and businesses realize their full potential.

About Ibiza Rocks

The Ibiza Rocks Hotel sits right in the heart of San Antonio, 300m from the beach and sunset bar with hotel facilities including 2 outdoor pools, 4 bars including the Electric and Back Stage bars, Ibiza Rocks Shop and an on site supermarket. New for 2009 are pool and stage view rooms – guests can enjoy the Tuesday night live shows from the comfort and privacy of their very own balcony. Gig tickets are included with all of these premium rooms. 
Free wi-fi is available throughout the hotel and Xbox fully stocked gaming room, in-room Xbox hire and Xbox kiosks in the lobby.

Ibiza Rocks gave indie its inaugural invite onto the island in 2005, but now beats and bass, DJ’s, decks and guitars are not just happily co-existing, but rapidly procreating. As the unrivalled innovators of Ibiza’s live music scene, the promoters behind Ibiza Rocks have changed perceptions of Ibiza forever. Bands that have played Ibiza Rocks include Arctic Monkeys, Kaiser Chiefs, Kasabian, The Fratellis, The View, The Enemy, The Streets, The Zutons, The Wombats, Editors, Maximo Park, We Are Scientists, Soulwax and Pendulum. The Ibiza Rocks Hotel opened in May 2008, with a live gig from The Enemy.

Need For Speed Nitro Is Set For November 17th Release On Nintendo Wii And Nintendo DS

EA has annoucned that Need For Speed Nitro will be coming out on the Nintendo DS and Nintendo Wii on November 17th.


Press Release

Need for Speed NITRO Brings Adrenaline-Fueled Racing to Retailers on November 17
Get in Gear for the Fun and Exhilaration of High-Speed Racing this Holiday
REDWOOD CITY, Calif. --(Business Wire)-- Jul 22, 2009 Electronic Arts Inc. (NASDAQ: ERTS), announced today that Need for Speed™ NITRO, the first ever Need for Speed title made exclusively for the Wii™ and Nintendo DS™ will ship to retailers worldwide on November 17th. This holiday, gamers must battle through the mayhem of relentless cops, master the art of drifting to gain boost at 200 mph, and prove themselves across five exotic cities at blistering speeds.

"Need for Speed NITRO offers fun and intense competition for every type of gamer, “said Joe Booth, Senior Producer, EA Montreal. "The varied track designs, deep controls, and intuitive drift and nitro mechanics give players something to come back to for months on end. We wanted to fuse together attitude with car culture and the best of arcade racing, to create a new and unique racing experience for the Wii and NDS this November.”

Boasting support for the Wii Remote, Nunchuk, racing wheel, classic controller, GameCube controller and DS stylus, Need for Speed NITRO lets players decide exactly how they want to dominate the competition. For the ultimate bragging rights, gamers can’t just win the race, they must own it. With a nearly limitless visual customization system, gamers can design a unique art style to attach to their ride. As they edge out competitors in driving finesse, their art will overtake the world, vibrantly painting the story of racing supremacy. All this combined with fresh modes, tracks and exotic real world locations make Need for Speed NITRO one of the most exciting, heart-pounding arcade racers for the Wii and Nintendo DS.

Need for Speed NITRO recently received IGN’s “Best Racing Game” award for the Wii and Nintendo DS. Need for Speed NITRO is developed by EA Montreal in Montreal and is not yet rated by the ESRB and PEGI.

About Electronic Arts
Electronic Arts Inc. (EA), headquartered in Redwood City, California, is a leading global interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, wireless devices and the Internet. Electronic Arts markets its products under four brand names: EATM, EA SPORTSTM, EA MobileTM and POGOTM. In fiscal 2009, EA posted GAAP net revenue of $4.2 billion and had 31 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.

EA, EA SPORTS, EA Mobile ,POGO and Need for Speed are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. Wii and Nintendo DS are trademarks of Nintendo. All other trademarks are the property of their respective owners.



New My Sims Agent Screenshots For Nintendo Wii

EA Has released new screenshots for the Nintendo Wii version of My Sims Agents.

My Sims Agents




New Karaoke Revolution Screenshots.

Following yesterdays announcement that Karaoke Revolution will have tracks from the Jackson 5, Konami has released new screenshots for Karaoke Revolution.

Karaoke Revolution




New Zero Punctuation - Red Faction: Guerrilla

This weeks Zero punctuation is On Red Faction Guerrilla. the game didn't really stand a chance, when it was the first game in the series that created Yahtzee.
still he gives it a go but can't shake of the similarity to his best game ever... Saints Row 2.





EA Annoucnes Comic Based On Dead Space Extraction


EA Has annoucned that they are releasing a Comic based on their upcoming Dead Space Extraction for the Nintendo Wii. it is being written by Antony Johnston and iluustrated by ben Templesmith. The comic is currently set for a September 2009 release at $3. There will be a limited edition version avaliable at Comic Con for $2.

Press Release

EDWOOD CITY, Calif. --(Business Wire)-- Jul 22, 2009 Visceral Games™, a studio of Electronic Arts Inc. (NASDAQ: ERTS), and Image Comics today announced the release of an all-new comic based on Dead Space™ Extraction, one of the fall’s most anticipated games for the WiiTM. The Dead Space Extraction comic reunites renowned illustrator Ben Templesmith and writer Antony Johnston with the game’s cold and terrifying fiction. This one-time special issue comic follows the successful partnership for last year’s Dead Space comic mini-series.
The comic will be on store shelves in September 2009 for SRP $3. A limited edition version of the comic featuring exclusive cover art will be available for the special price of $2 at the EA Comic-con booth (#5123). Ben Templesmith and Antony Johnston will be at the booth signing the special issues on Thursday 3-4 PM and Friday – Sunday 1-2 PM. Fans ofDead Space will also be able to purchase other Dead Space merchandise such an Isaac Clarke Unitology figurine, iPhone skins, and Dead Space art books. Players will also have the chance to play the game at the EA booth. The Dead Space Extraction development team is participating in the “Art of Making a Horror Video Game” panel on Friday, July 24th at 6 PM in Room 2.
“There is so much more to the Dead Space universe than we could ever fit into one game and we’re excited to be working with Image Comics again to extend the story in Dead Space Extraction,” said Steve Papoutsis, executive producer ofDead Space Extraction. “Ben and Antony did such a tremendous job with the original comic, we can’t wait for fans to get their hands on this special issue.”
Dead Space Extraction is the prequel to the award-winning Dead Space action/horror game. The new Wii exclusive game delivers a carefully crafted first-person experience that sets players on a disturbing adventure made especially more visceral by the innovative Wii controller. The Dead Space Extraction comic picks up the videogame narrative halfway through the game, at a critical juncture in the storyline. The story in the comic presents an alternate perspective on the game’s storyline. In the comic, a group of colonists fight through hordes of horrific necromorphs while searching for a cure to stop a raging noxious infection in space. At the comic’s climax, the colonists encounter the desperate survivors from the videogame, only to realize that the only thing that can save them is right in front of them.
Ben Templesmith is best known for his work in the American comic book industry - most notably Fell with writer Warren Ellis, published by Image Comics, and 30 Days of Night with writer Steve Niles published by IDW Publishing. Ben has been nominated for multiple Eisner Awards three years in a row for his comic work. Antony Johnston author of thirteen graphic novels, including Stormbreaker and Point Blanc (adapted from Anthony Horowitz' best-selling Alex Rider novels),The Long Haul, Julius and Three Days in Europe, also wrote the dialog for Dead Space and Dead Space Extraction. He writes two ongoing serials, the sci-fi epic Wasteland and the children's fantasy Texas Strangers. He also writes novels; his debut Frightening Curves won the 2002 American Independent Publishing Award for Best Horror. His second novel,Stealing Life, was published in 2007.
In development at Visceral Studios, Dead Space Extraction ships September 29th in North America and October 2nd in Europe exclusively for the Wii. This product has been rated M for Mature by ESRB and 18+ by PEGI. For more information about Dead Space Extraction, please visit www.deadspacegame.com and follow the Dead Space Extraction development team at www.twitter.com/isaacclarke.
About Image Comics
Image Comics is a comics and graphic novels publisher formed in 1992 by a collective of best-selling artists. Since that time, Image has gone on to become one of the largest comics publishers in the United States. There are currently four partners in Image Comics (Erik Larsen, Todd McFarlane, Marc Silvestri and Jim Valentino), and Image is currently divided into four major houses (Todd McFarlane Productions, Top Cow Productions, Shadowline and Image Central). Image comics and graphic novels cover nearly every genre, sub-genre and style imaginable, offering science fiction, romance, horror, crime fiction, historical fiction, humor and more by the finest artists and writers working in the medium today. Visitwww.imagecomics.com.
About Electronic Arts
Electronic Arts Inc. (EA), headquartered in Redwood City, California, is a leading global interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, wireless devices and the Internet. Electronic Arts markets its products under four brand names: EATM, EA SPORTSTM, EA MobileTM and POGOTM. In fiscal 2009, EA posted GAAP net revenue of $4.2 billion and had 31 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.
EA, EA SPORTS, EA Mobile, POGO, Dead Space, and Visceral Games are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. Wii is a trademark of Nintendo. All other trademarks are the property of their respective owners.

SouthPeak To Publish Nobilis Game, Music, On The Nintendo DS


SouthPeak has announced that they are publishing Music, a Game by Nobilis, on the Nintendo DS.Shiro Tsuji is behind the game, a renowned composer, has has created mini-games, quizzes and more to help the user learn about music.



Press Release

MIDLOTHIAN, Va. --(Business Wire)-- Jul 21, 2009 SouthPeak Interactive Corporation (OTCBB:SOPK) announced today that it will be publishing Music, a pioneering musical activity game for Nintendo DS™. Featuring a series of fun mini-games, multiple sound quizzes and a complete encyclopedia of more than 400 musical terms, Music is the first tuneful title available on Nintendo DS where the player can use their acquired knowledge well beyond the game.

The creative force behind Music is Shiro Tsuji, a renowned composer, conductor, teacher and author of "Anybody Can Read Music." Tsuji influenced the design by translating his proven lessons into a fun, easy to use dual screen stylus symphony.

“Music shows off the capabilities of Nintendo DS well beyond a gaming system. It transforms concepts that have been traditionally difficult into a format everyone can understand,” said Richard Iggo, VP of Marketing at SouthPeak. “It’s amazing to see someone start out learning the basics and end up creating their own compositions.”

Music sends players on a musical journey by challenging their talent in a variety of lessons, mini-games, and quizzes. With the help of the pocket-sized conductor, players get 18 lessons to learn music in a way that is easy to recall. They learn their musical mastery with the help of more than 65 notable compositions, or they can create their own classic compositions. They can be saved and the game can then playback the musical masterpieces. By the end, players will be able to easily note the differences between an adagio and an aria thru the extensive musical instruction within the game.

Music is scheduled for release this fall. For more information, visit www.southpeakgames.com.

About SouthPeak Interactive Corporation
SouthPeak Interactive Corporation develops and publishes interactive entertainment software for all current hardware platforms including: PLAYSTATION®3 computer entertainment system, PSP® (PlayStation® Portable) system, PlayStation®2 computer entertainment system, Xbox 360® videogame and entertainment system, Wii™, Nintendo DS™ and PC. SouthPeak's games cover all major genres including action/adventure, role playing, racing, puzzle strategy, fighting and combat. SouthPeak's products are sold in retail outlets in North America, Europe, Australia and Asia. SouthPeak is headquartered in Midlothian, Virginia, and has offices in Grapevine, Texas and Leicester, England.
For a comprehensive investor relations portal complete with fact sheets, presentations, interviews and video (when available), please navigate to: www.trilogy-capital.com/autoir/sopk_autoir.html.
For additional information, please visit SouthPeak’s corporate website: www.southpeakgames.com.

About Nobilis
Nobilis, a Lyon based producer, publisher, and distributor of video games (PC, Xbox360TM, PlayStation®2, PlayStation®3, PSPTM, Nintendo Wii™, Nintendo DS™, and Interactive DVDs) and video game accessories, was founded in 2001.
Nobilis has several distribution subsidiaries in France (Lyon), Spain (Madrid), Belgium, Holland, Luxembourg (Bruxelles), and an office in Italy (Rome). Nobilis Publishing games are already sold in over 40 different countries with the most prominent partners.
©2008 SouthPeak Interactive L.L.C. All rights reserved. SouthPeak Interactive, the SouthPeak Interactive logo and all other SouthPeak Interactive product or service names are registered trademarks or trademarks of, or licensed to, SouthPeak Interactive LLC in the USA and other countries. All rights reserved.

MUSIC ©2008 - Nobilis, MUSIC and the Nobilis logos are trademarks or registered trademarks of Nobilis. All rights reserved. All other trademarks are the property of their respective owners. Wii and Nintendo DS are trademarks of Nintendo. ©2006 Nintendo.



Blizzard Entertainnmanet Announce Sam Raimi As Director Of Warcraft Movie.

Blizzard Entertainment have announced that Sam Raimi is the director behind a new movie based on the Warcraft Universe. Charles Roven is the producer, and the movie will fall under Legendary pictures and Warner Bros.

Press Release

LOS ANGELES --(Business Wire)-- Jul 22, 2009 Blizzard Entertainment, Inc. and Legendary Pictures announced today that Sam Raimi has signed on to direct the eagerly-anticipated major motion picture based on Blizzard Entertainment®’s award-winning Warcraft® universe. Raimi has, in the course of his career, clearly demonstrated a genius for developing and adapting existing fictional universes for mainstream audiences while staying true to the spirit of the original content.

Raimi directed the Spider-Man trilogy, which has broken box-office records around the world and garnered five Academy Award® nominations. Known for his imaginative filmmaking style, richly drawn characters and offbeat humor, Raimi wrote and directed the cult classic, The Evil Dead and produced 30 Days Of Night. He most recently wrote and directed the supernatural thriller, Drag Me To Hell.

“At its core, Warcraft is a fantastic, action-packed story,” said Raimi. “I am thrilled to work with such a dynamite production team to bring this project to the big screen.”

Charles Roven’s producing talents were recently seen with last summer’s blockbuster The Dark Knight, which grossed in excess of $1 billion, was nominated for eight Academy Awards® and won two. His body of work also includes the widely acclaimed Batman Begins and the sci-fi classic 12 Monkeys. Roven, with Atlas producing partner Alex Gartner, will be producing with Legendary Pictures CEO Thomas Tull, Legendary’s Chief Creative Officer Jon Jashni, Raimi and Raimi’s producing partner Joshua Donen. Raimi’s partner, Robert Tapert, will be an Executive Producer and Blizzard Entertainment’s Senior Vice President of Creative Development, Chris Metzen, a Co-Producer.

“Partnering with Sam Raimi exemplifies Legendary's mandate of marrying the highest quality intellectual property to world-class filmmakers,” said Legendary’s Tull. “Sam's passion for 'Warcraft' is undeniable and we know that he will create an incredible film worthy of Blizzard's phenomenal franchise. We look forward to collaborating with our partners at Warner Bros. and continuing our successful relationship with Chuck in bringing this rich new world to the screen.”
“Blizzard Entertainment and Legendary Pictures have a shared vision for this film and we searched at length to find the very best director to bring that vision to life,” said Paul Sams, chief operating officer of Blizzard Entertainment. “From our first conversation with Sam, we could tell he was the perfect choice. Sam knows how to simultaneously satisfy the enthusiasts and the mainstream audience that might be experiencing that content for the first time. We're looking forward to working with him to achieve that here.”

“Blizzard Entertainment’s Warcraft has become a second home for millions of players and Sam’s experience and talent make him the perfect director for this remarkable and action-packed world,” said Atlas’ Roven. “Alex and I are proud to be working with Sam and re-teaming with our friends at Legendary and Warner Bros.”

The film will fall under Legendary Pictures’ co-production and co-financing deal with Warner Bros. “Warcraft is emblematic of the kind of branded, event films for which our studio is best known. We have enjoyed great success with our partners at Legendary, and this is an incredible opportunity for us to work with Sam on a project that is so eagerly anticipated by so many,” said Jeff Robinov, President, Warner Bros. Pictures Group.

Blizzard Entertainment’s Warcraft universe is a rich fantasy setting that revolves around the epic conflict between the opposing forces of the Horde and the Alliance. Since its debut in 1994, Warcraft has developed a loyal following across the globe, with several bestselling, award-winning PC games and a range of popular licensed products including novels, action figures, apparel, comic books, board games, and more. World of Warcraft®, Blizzard Entertainment’s subscription-based massively multiplayer online role-playing game set in the Warcraft universe, is the most popular game of its kind in the world. Its most recent expansion, Wrath of the Lich King™, is the fastest-selling PC game of all time, with more than 2.8 million copies sold in its first 24 hours of availability and more than 4 million in its first month.

Further details about the upcoming Warcraft movie, including cast and targeted release date, will be revealed as development progresses.

About Blizzard Entertainment, Inc.
Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® series, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ:ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry’s most critically acclaimed games. Blizzard Entertainment’s track record includes eleven #1-selling games and multiple Game of the Year awards. The company’s online-gaming service, Battle.net®, is one of the largest in the world, with millions of active users.

Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future are forward-looking statements that are not facts and involve a number of risks and uncertainties. Blizzard Entertainment generally uses words such as “outlook,” “will,” “could,” “would,” “might,” “remains,” “to be,” “plans,” “believes,” “may,” “expects,” “intends,” “anticipates,” “estimate,” future,” “plan,” “positioned,” “potential,” “project,” “remain,” “scheduled,” “set to,” “subject to,” “upcoming” and similar expressions to help identify forward-looking statements. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include, but are not limited to, sales levels of Blizzard Entertainment’s titles, shifts in consumer spending trends, the impact of the current macroeconomic environment, the seasonal and cyclical nature of the interactive game market, Blizzard Entertainment’s ability to predict consumer preferences among competing hardware platforms (including next-generation hardware), declines in software pricing, product returns and price protection, product delays, retail acceptance of Blizzard Entertainment’s products, adoption rate and availability of new hardware and related software, industry competition, rapid changes in technology and industry standards, protection of proprietary rights, litigation against Blizzard Entertainment, maintenance of relationships with key personnel, customers, vendors and third-party developers, domestic and international economic, financial and political conditions and policies, foreign exchange rates, integration of recent acquisitions and the identification of suitable future acquisition opportunities, Activision Blizzard’s success in integrating the operations of Activision Publishing and Vivendi Games in a timely manner, or at all, and the combined company’s ability to realize the anticipated benefits and synergies of the transaction to the extent, or in the timeframe, anticipated, and the other factors identified in Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

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