EA: ‘Battlefield 3′ sells 5 million in first week

Battlefield 3 has quickly become the fastest-selling game in the history of Electronic Arts. The first-person military shooter sold 5 million copies in its first week, according to EA internal estimates. Previously, EA announced that it had shipped 10 million copies globally.

To put that in context with the competition, last year’s Call of Duty: Black Ops had a first-week sales total of $650 million – divided by $60 a pop would be 10 million-plus copies.

“We had a spectacular first week,” said Patrick Soderlund, executive vice president of the EA Games label. “The quality is actually trending up. We’ve seen an uplift in Metacritic on the console 87 on PS3 and 85 on 360. We are holding at 90 on the PC. So we are more pleased with the quality of the product and the perception of it. I think the word of mouth from gamers is really strong. People are saying, ‘You have to go in and play this multiplayer. It is like an addiction’.”

However, he said, some issues continue to affect the game’s online systems. “We have had some problems with connections and servers and those types of things,” Soderlund said. “Frankly, we had a major beta that was big, very big, and we saw some very large online player numbers. But this has just been, frankly, so much bigger that the load on our servers and our back-end have been challenged to some extent.”

He continued: “It is interesting, though, that if you are at an executive layer inside the company to see every single part of EA work together to fix this, everything from IT to game team, wherever they sit, to get this thing resolved and improve the experience for the consumers out there has been actually pretty cool and something that I am proud of for the company.”

The Battlefield 3 servers stabilized over the weekend, he says. “I think people are having a much better time than they were. At the same time, we are still acknowledging that there are some hiccups from time to time where people unfortunately have a less than perfect experience when they try to log on to the product and play it,” Soderlund says. “We are committed to resolving those as soon as we possibly can and get the game to be at 99.9% or better, in terms of how it is operating.”

In response to what type of problems are players having, Soderlund said that “it’s never just one thing. When you see hundred and hundreds of thousands of players going into the game at the same time, you encounter problems some of them we knew about and some of them we thought we had addressed beforehand and we clearly hadn’t addressed. And there’s a bunch of new ones that appear that we didn’t see before. We have had some server problems. I think those are mainly fixed in terms of just getting the service to be stable, up and running. We have seen a significant improvement over the weekend in that. We had good uptime and record-breaking simultaneous players online for any EA game actually over the weekend. That was cool.”

In addition to some players not being able to connect, the Quick Match feature is proving problematic, especially for Xbox 360 players. That, Soderlund says, “is being worked on. I think the majority of players are having a great time today, the vast majority. There are still some problems and minor hiccups that we are having to deal with. We are working as hard as we can around the clock to make it a better experience than it is today.”

Soderlund would not reveal the record-setting figure for simultaneous players nor would he break down the 5 million units sold by platform. “We are seeing good numbers on all platforms,” he said.

Asked whether the beta was meant to avoid these issues, Soderlund said, “without the beta we would have been, excuse the language, screwed, for sure. We would have had a world of problems. We got so many problems fixed with the beta related to load. I’m very happy we did that. Otherwise, it would have been a complete disaster. That took care of a bunch of problems. Unfortunately, load got in the way of fixing everything. We didn’t maybe expect this kind of volume, to be honest. We expected large numbers, but this is maybe a little more than we anticipated.”

Source: http://content.usatoday.com/communities/gamehunters/post/2011/10/ea-battlefield-3-sells-five-million-in-first-week/1

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StarCraft Universe Mod Finally Goes Into Limited Preview

The team behind the StarCraft Universe mod for Blizzard’s StarCraft 2 said on Monday that a special developer preview will go live on Battle.net between October 19 (today) and October 30 to test the game. After that, the PvP mod will be pulled from Blizzard’s network for further polishing given that it hasn’t even entered the open beta stage.

“Upon entering the arena or.. ‘Encephalon Grid’ as we call it, you will be able to play as any class, starting at level 30 with a full set of level 30 gear,” the team reports. “You also will be given a mid level starting kit of abilities for your class, and may even be able to unlock more abilities during the preview if you win enough matches.”

The StarCraft Universe mod originally appeared at the beginning of the year as “World of StarCraft,” created by Ryan Winzen and a few others using StarCraft 2′s own extensive editing tools. Once a pre-alpha video demo was posted on YouTube, Activision sent along a legal warning claiming copyright infringement. The StarCraft 2 team contacted the modders to make sure the mod wasn’t being created outside the actual Blizzard title as an MMOG. Eventually it came down to a conflict with the mod’s title, forcing Winzen to choose something else.

It also just so happens that Activision owns the copyright to the name World of StarCraft. Hmmmm.

“With the name so closely resembling that of World of Warcraft, we wanted to discuss the title of the mod with the developer, and as part of our routine procedure, we contacted YouTube to request the video be removed while that discussion took place,” said Blizzard. “It was never our intention to stop development on the mod or discourage the community from expressing their creativity through the StarCraft 2 editor.”

Now ten months later, the controversial mod is available for testing on Battle.net… with Blizzard’s blessing. To find out more about the StarCraft Universe mod, head here.

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Game review: Batman: Arkham City

Batman: Arkham City. Photo / Supplied

Rocksteady Studios sure do know their onions. A couple of years back, not only did they make a critically acclaimed, award winning game – they also managed to breathe new life into DC Comics’ struggling interactive entertainment division. Batman: Arkham Asylumwon multiple ‘Game of the Year’ awards, for both console and PC versions, holds a ‘Guinness World Record for Most Critically Acclaimed Superhero Game Ever’ and even won a bloody BAFTA for ‘Game of the Year’ as well.

Not bad for a small studio in Kentish Town, London. Especially one founded only in 2004 and with only a single game under its belt. Their first release Urban Chaos: Riot Response, was met with tepid reviews. Now it appears that Rocksteady have found their element and even in the face of Arkham Aslyum’s break-away success, they have managed to produce an even better sequel with Arkham City.

The game opens up one year after the events that took place in Asylum. In typical Dark Knight fashion, Quincy Sharp, the former warden ofArkham Asylum, has taken credit for stopping the Joker – leaving Batman in vigilante status. Due to Sharp’s ‘heroism’, he is now mayor of a dilapidated Gotham City and is using his new found position of corrupt power to further tarnish the city. Large sections of Gotham’s slums have been converted into a sprawling, open-air prison known as Arkham City to house the ever-growing criminal population.

The inmates are given free rein within the prison’s urban walls, allowed to form gangs and run their own quadrants as they see fit. Like a barrel full of demented monkeys, it isn’t long before things start to get out of hand. Concerned about the level of freedom and potential chaos happening within Arkham City’s walls, Batman maintains a vigil over the detention facility.

Naturally, it soon becomes apparent that Bats is going to have one long night. To start with, the penitentiary is run by criminal genius Professor Hugo Strange who has recently discovered Batman’s true identity. The Joker, housed somewhere in Arkham City, is dying of a rare blood toxin and soon shares that he and Bats have suddenly got a lot more in common. Meanwhile the Penguin, Mr. Freeze, the Riddler, the Ghul clan, Victor Zsasz, Deadshot and Two-Face (who soon becomes One-Face) are all driving their own stakes into the ground in the urban warzone as well.

It’s not just the bad guys Batman has to keep an eye on either. Arkham City is patrolled by a trigger-happy, equally insane squad of heavily armed mercenaries working for a rogue private military firm known as Tyger Security.

Thankfully, The Caped Crusader will have some help. His ever-faithful, possibly highly underpaid, butler Alfred is constantly at his beck and call to help remotely analyse data and send additional equipment to his master out in the field. Commissioner Gordon’s daughter is also on hand as a guide and researcher, while lurking in the shadows of Arkham City are Catwoman and Robin, who both offer their paw / hand to help Bats in his time of need.

For those who haven’t had the joy of playing Arkham Asylum, every detail supplied by Rocksteady is a comic-book lover’s wet dream. Gotham City is beautifully sinister, filled with shadowy tones, mismatched architecture and about a million shades of cold grey. For further effect, it’s the middle of Winter in Gotham and snow flakes will swirl around the rooftops clinging to Batman’s cape as he glides around the city.

All of the characters are brilliantly modelled and offer their own little twist on Bob Kane’s comic-book lore as well. The Penguin is now a London-born cockney nightclub owner, who after a violent altercation is left with the bottom half of a glass bottle embedded in his eye. A genius and artistic interpretation of his out-dated monocle. Naturally Catwoman is ‘fully appreciated’ as well, minxing around with more sauce than a Wattie’s factory.

Adding to the top-notch character models and dialogue is an equally impressive cast of voice-actor talent to match. Long serving actors Kevin Conroy and the one-and-only Mark Hamill both return as Batman and the Joker respectively. Corey Burton does his best Christopher Lee impersonation for Hugo Strange and veteran Nolan North adds to his tally of over a hundred different video game appearances with his take on the Penguin.

A personal favourite, Harley Quinn also returns with her delightfully screechy Brooklyn quips – although she is voiced by a younger actress than in Arkham Aslyum this time round. Finally the soundtrack rounds off the audio aspects perfectly, often borrowing the high-pitch drones and orchestral swells of the iconic Christopher Nolan movies.

The gameplay and controls remain basically untouched since the previous title and fans of Arkham Aslyum will have no problem settling in. The occasionally claustrophobic, ‘right behind the shoulder’ camera angle can take some getting used to, but players will find that the camera changes seamlessly to best suit your current situation. They range from classic third-person, to cinematic shots when grappling ledges – all the way to first-person views when crawling through vents. It sounds like a lot to take in, but the game flows through every switch perfectly and always focuses on the action when you need it to.

The biggest talking point in the gameplay is the combat. Rocksteady almost perfected the fighting mechanics in Aslyum and this game continues to improve the engine. It namely focuses on two buttons, an attack and a counter attack and although this may sound overly simplified, it’s still easy to screw up. Successfully taking down multiple foes from every angle and building up devastating combos is all about timing and awareness of your surroundings. By countering at the right moment, Bats can take down multiple enemies at once, while evading and throwing his own attacks into the mix. When mastered, it becomes a smooth, rhythmic and highly rewarding process. Sort of like an evening with a Caribbean prostitute.

The movement controls are slick as well, letting The Caped Crusader sneak up on enemies, glide over the streets of Gotham, or traverse a five-story building with ease. Of course it wouldn’t be Batman without a trusty utility belt thrown in and Arkham City is packed full of gadgets to try out. On top of his grappling hook, the Dark Knight will be able to use smoke pellets to evade line of sight, Batarangs to knock-out enemies, electro-guns to stun, Batclaws to disarm enemies and plenty more. The advanced remote-controlled Batarang is a highlight, letting you take control of the spinning projectile and manually guide it towards your target for a satisfactory takedown.

Admittedly, for what is essentially a third-person beat’em-up, there are a lot of controls to come to grips with in Arkham City. But it’s this level of complexity that gives you a sense of full control, making it feel like you have complete access to every aspect of Batman’s prowess. Quite often you will accidentally let off an embarrassing smoke bomb or leap from a ledge at the wrong moment. But all of this just encourages you to master the controls and really explore the full potential of being The Dark Knight.

Either way, it’s pretty hard not to feel damn awesome while playingArkham City. The game just oozes cool. Perhaps forgetting the occasional frustrating mission, such as the Trials of Ra’s al Ghul that features identical female ninjas, antique robots, a painfully repetitive boss battle and lot of needless deaths. Thankfully even the fail screens of enemies taunting you when you die are deliciously arcade-esque and entertaining.

Ultimately this game is worth the wait. The graphics are immaculate and the gameplay superb. Just prowling the streets of Arkham City, taking down thugs and solving dozens of Riddler puzzles scattered around Gotham generates hours of fun. The main storyline is compelling, offering a wealth of different environments to explore and the game is packed with side-missions to keep you distracted. Whether it’s chasing ringing phone-booths from one end of the city to the other to stop a homicidal maniac or disabling toxic canisters that will bring an end to Gotham, you’ll never be short of something to do.

Even Catwoman’s playable missions, which I initially considered to be a cheap selling gimmick, add a lot of value to this game. Her titillating character plays in a completely different manner to the Caped Crusader’s and the change in tempo works well.

When you’ve finished the campaign, Arkham City includes Challenge Maps and other worthy unlockables that easily amount to over 40 hours of solid gameplay. Not to mention Robin’s extra Challenge Maps and an up-coming Nightwing DLC that will ensure this game is still getting game-time all the way up to Christmas. Perhaps even next Christmas. Be in the queue when Arkham City lands today.

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Bruni: Romera Offers Culinary Vanity, Food Psychosis

2011_09_romera15.jpgThose who begged former Times critic Frank Bruni to come back to the job, if only in the interim between Sam Sifton and the next guy (or, more likely, gal), may have to make do with his Op-Ed piece today, in which he reports feeling bamboozled by the new pricey and pretentious restaurant Romera. He makes fun of the lukewarm aromatic waters, is baffled by the waiters who implore him to “make a memory” of the food he’s consuming, and quotes liberally from the restaurant’s floral menu cards. He doesn’t touch much on the food and does not call out the restaurant for its base price of $245 a head. But he does write:

We’ve tumbled far, far down the organic rabbit hole. And with Romera, which opened a month ago in Chelsea, we may have finally hit bottom…It’s the craziest example I’ve encountered of the way our culture’s food madness tips into food psychosis…it’s such a florid demonstration of just how much culinary vanity we’ve encouraged and pretension we’ve unleashed.

In the middle somewhere he sneaks in a classic Bruni line, “While blazers are optional at Romera, straitjackets would be a fine idea.” Again, Frank, there is a great job opening we’d like you to consider.

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FIFA 12 PS3, Xbox 360 Patch Incoming – EA Sports

“Big corrections” coming to FIFA 12 confirm devs

Published on Oct 6, 2011

FIFA 12 on PS3 and Xbox 360 will be patched in the next few weeks according to the development team.

FIFA 12 community manager Romily Broad confirmed on the FIFA 12 podcast that the game would be kept more up-to-date than any in the series so far, with “constant” patches.

“Two or three weeks from now the first patch will happen and that’s going to make big corrections to some of the things that are bothering people the most,” said Broad referring to the use of keepers in the Head to Head Season ranked online mode, which is being ‘exploited’ by players “not very good at defending,” according to Broad.

EA Canada is also set to fix problems players have experienced while trying to connect to FIFA Ultimate Team.

The niggles certainly haven’t affected FIFA 12′s sales performance.

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REVIEW: FIFA 12

If there’s one thing that can be deduced when commenting on this year’s football efforts from Konami and EA, it’s that these are sterling examples of why a little competition is healthy. Konami turned out a fine product with PES 2012, and EA has responded in kind with an absolutely brilliant effort for Fifa 12. This is an effort along the lines of a Robin van Persie free kick for goal; Landon Donovan scoring a last-second miracle in the World Cup, or Rooney throwing elbows with the intention to hurt people badly. It’s a near perfect effort that still has a few hang-ups and tweaks to go through, but Fifa 12 is surely the best EA has ever produced for the series.

This is also quite a different experience for Fifa veterans since the speed of the game has been toned down greatly. It’s a game that requires a bit of finess while attacking, and outright tenacity while defending. This is largely due to gameplay refinements brought by EA’s new Impact Engine; one of three major improvements EA has been banking on for improving the series. I was a bit underwhelmed when I played the demo in August, but it’s easy to see how these improvements have impacted the game once given a little time. Fifa 12 is shaping up to be the real deal.

Upon starting up Fifa 12, players are greeted by the familiar voice of Martin Tyler, who has become a staple for the Fifa franchise. This brief introduction puts a great emphasis on the Online modes in Fifa 12,and it’s clear that the community presence is playing a huge factor in this year’s game. Next, players are given a short tutorial that demonstrates the new tactical defending, however this training feels a bit rushed and not very comprehensive. Sure, there’s more of a defensive emphasis in this game, but there’s nothing about offensive improvements. There’s a need for more in-depth tutorials if all new concepts are introduced to many veterans and first-time players. It’s a missed opportunity for EA, and it leaves new players in an awkward position. The game’s learning curve came to about an hour for me, and the first matches were a very tough go initially. I was losing friendly matches with Arsenal against inferior teams by two goals or more. It was quite frustrating at first, but I eventually got around to modifying tactics to my liking. The control issues eventually wore off, and games became a more enjoyable fare.

fifa12e3 570x285 Review: Fifa 12

Get ready for some action.

A typical match in Fifa 12 feels much more intense than ever before; this is due to the defensive refinements and the much more aggressive AI. The default difficulty setting for Fifa 12 is different than what people may remember. There are the exceptional few who can turn on legendary difficulty and still rock shop, but 99% will feel a drastic difference in the AI. This is the toughest Fifa has ever been, and I think players will appreciate it once they get past the controls. Speaking of which, the controls are quite intuitive, and the tactical defending works well. Players will remember from last year’s game that tactical defending was pretty much based on pressing the A or X (PS3) buttons to send your defender flying with reckless abandon towards the attacker. However, this year shows a much more patient form of defense. Players hold down the right bumper to square up on an attacker to keep containment. The A button holds automatic contain, however, pressing the right bumper at the same time will call over a teammate to double down on the attacker. It’s a helpful addition that applies greater pressure to offensive players.

Next, the new precision dribbling feature helps provide more offensive security when charging down field. The left trigger helps produce shorter, more controlled dribbles to prevent easy takeaways. This also causes the offensive player to shield defenders away from the ball, and it requires a true sense of patience. Chances may present themselves as opportunities for quick steals or straight on attacks, but the tactically-minded players will know better and look for the more proper opportunities. The AI is dangerously effective, and risks will often be met with turnovers. Moreover, the new impact engine does a good job of giving weight to the players on the pitch. Disorganized play will result in players toppling over opponents or even their own teammates. Everything, including the ball, has a sense of presence on the field, and that is a very nice touch.

fifa 12 impact 570x320 Review: Fifa 12

The impact engine gives players a sense of presence and a bit of weightiness.

The only quibble I have with the gameplay is that passing feels rather sluggish and inaccurate. It didn’t seem to matter if I was playing short or long-ball tactics; passes would often go into uncharted territory when I didn’t want them to. When I pointed to a nearby player, the pass often sailed past him toward another player about 15 to 20 yards out. These would often turn into interceptions, and the passing made what should have been a stellar experience a little less so. The AI has been ramped up greatly this year, but it seems as though most of the enhancements went to the computer opponent side of the ball. I’m all for difficulty, but when your own teammates move rather anemically despite what sort of tactics are selected, it just adds a bitter taste to an otherwise fantastic cake.

THIS IS TRUE GAMING BLISS.

With the gameplay enhancements making a raucous entrance this year, the other aspects to the game have received some much needed attention. It is clear that EA is placing a big emphasis in online play inFifa 12 with several community enhancements to improve the experience. One feature that has become a standard in recent EA Sports games is the support your team option that pits clubs from around the world in an all-out fan war to claim dominance. As players accumulate XP, the effort begins to show in the club leaderboards. However, since this is a world-wide popular franchise, some clubs may not have the support in numbers as others do. In a twist to even things out, smaller clubs receive a special XP modifier to make smaller clubs more relevant on the world stage. Also included in the online functionality is a community effort to keep friends together, and eliminate random encounters. Players can still enter public lobbies, but the community feature makes playing Fifa 12 a much more enjoyable experience from an online perspective. Also, as far as I could tell, the latency was rather smooth during online matches. It didn’t feel overtly laggy compared to other EA Sports titles (I’m looking at you, Madden and NCAA Football).

Not to be kept out of the loop are the offline modes of Be A Player and Be A Manager. Both experiences are more robust compared to last year’s effort, and the drama is heavier this time with an improved transfer window that goes to the midnight hour on the last day. It’s an intense experience, wheeling and dealing up to the final hour, and squad morale becomes a greater factor for this year. This makes for a dynamic experience, and it can be disheartening when star players demand to be transferred (van Persie, how could you?). Another interesting mode is the Fifa Ultimate Team which essentially comes across as a mix of CCG mechanics and fantasy football. Players begin with a “starter deck” of players and a manager, which can be modified and improved as much as the player wishes. Players begin with a bottom feeder team and can play other teams online or offline to collect coins. These coins can eventually be traded in for booster packs for additional players or consumable cards that enhance teams in a variety of ways. It’s an interesting mode for the true football junkies as the quest to put together the perfect team is sure to be a time consuming one.

fifa 12 e3 2011 screenshots 570x320 Review: Fifa 12

The new club mode gives an extra bit of incentive for club pride.

Moving on to presentation, it’s quite clear that EA really has the best methods for recreating a live match-day broadcast. Martin Tyler and newcomer Alan Smith represent the best commentary team produced for any sports game. The conversational aspect of their broadcast style shines in this year’s effort, and Smith steps in as a proper replacement for Andy Gray after Gray’s controversial 2011. Smith is a former Arsenal player, and his presence brings a great player’s perspective to the commentary. Clive Tyldesley and Andy Townsend serve as backups in tournament and exhibition matches, but the premiere team of Tyler and Smith is absolutely perfect. The commentary is also top-notch due to the depth of topics that Tyler and Smith exhibit. I normally turn commentary off for all sports games, but Fifa 12 makes a stellar argument against doing that.

EA’s partnership with Sky Sports has not gone to waste as the development team has shown great care in replicating the feel of a match-day broadcast.  Furthermore, stadiums from around the world have been recreated in stellar fashion. Crowd noises are incredible in places like Emirates Stadium and Old Trafford, but even the smaller stadiums have a life all their own. Even playing at smaller venues like Sunderland’s Stadium of Light are rowdy affairs as passionate fans sing and stomp and cadence. The smaller stadiums are actually a joy to experience, and apply a great amount of pressure to away teams.

I NEVER THOUGHT WAYNE ROONEY COULD LOOK UGLIER

Graphically, Fifa 12 doesn’t match up to Pro Evolution Soccer 2012, but it does run drastically smoother and animations don’t come across quite as janky. However, it’s a bit disappointing that players still look like lifeless, plastic toys in comparison to their real-world counterparts, especially when such great care has been provided to the recreation of stadiums and broadcasts. Perhaps this allows for smoother animation and framerates, but they simply don’t match up to what PES has made as a standard for visual fidelity.

fifa 12 3 570x320 Review: Fifa 12

Player models animate exceptionally well at the expense of looking like plastic toys.

TWO FRANCHISES ENTER…

Fifa 12 is really on its way to becoming the de facto premiere franchise if Konami cannot keep up with EA’s pace. While both franchises are practically neck-and-neck as far as quality footy goes, the choice between the two just comes down to what feels right.

PES 2012 is the better looking game, and the UEFA license helps the series stay relevant, but EA is applying the screws to Konami in nearly every way. The Managerial modes in both PES and Fifa have been greatly improved, and both games provide fine experiences. I think Konami wins out with its Master League and The Life modes since those are true experiences for first-time managers or players. That “work from the bottom to the top” approach adds more drama and excitement. In contrast, when I created a player to play for Arsenal, he was a striker rated at 70. For some reason, the manager thought it brilliant to place him as a starter in front of Robin van Persie. I was expecting to toil as a reserve to some extent, but that turned out to not be the case. In contrast, EA’s online modes are superior to Konami’s effort for PES. While PES has included facebook community integration, EA has a more robust community with Virgin Gaming backing its online arena.

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Hope Solo remains in fourth place after fox trot

Former UW Husky and World Cup soccer goalie Hope Solo dons sequins and spray-tan for a stint on “Dancing with the Stars,” airing at 8 p.m. Monday on ABC. Here’s a quick recap of last week:

The dance: A sweet, playful fox trot, set to the song “You’ve Got a Friend In Me” from the movie “Toy Story” and perhaps the most relaxed performance from Solo yet. Feedback from the judges was generally positive, though head judge Len Goodman rather forcibly reminded Solo (who said she’s “on the road a lot”) and partner Maksim Chmerkovskiy that they need to spend more time in the rehearsal room.

The outfit: In homage to Jessie, the cowgirl doll (who’s actually in “Toy Story 2″ and “3,” not the original), Solo wore a sleeveless Western shirt, floppy pajama-like pants better suited for a sleepover than a dance floor, cowboy boots and a long faux braid.

The laugh: A smile, really: Solo’s 3-year-old nephew in the front row, wearing a Buzz Lightyear costume.

Standings: Twenty-four points from the judges, putting Solo/Chmerkovskiy in fourth place. Chynna Phillips was eliminated Tuesday, and eight couples now remain.

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2011 Halloween haunted attractions and community events guide

ImagePhoto: Mona Shield Payne

This October there is no shortage of fun family events to celebrate the season and Halloween. Choose from a plethora of haunted houses, spooky attractions and fall festivals. Check back soon for a guide to the adult side of Halloween with our Halloween Club Events Guide.

Ongoing events:

Fright Dome at Circus Circus: The Adventuredome transforms into five acres of haunting Halloween fun, with spooky surprises spread throughout the amusement park. Two of the five haunted houses inside areHalloween-themed, so be on the lookout for a chainsaw-wielding Michael Myers.

Bonnie Screams: Every year Bonnie Springs at Red Rock Canyon gets spooky with Bonnie Screams. Travel the Trail Of Doom, Steven Best’s nightly magic show, a saloon for guest over 21 and the BBQ Pit.

Asylum and Hotel Fear at The Cannery: The Asylum has been in Las Vegas for 12 years and keeps running strong. Hold on to your bodily fluids as this dual attraction is guaranteed to scare everything out of you.

Blood Village: Blood Village in the Henderson Pavilion brings terror to Las Vegas with scary creatures waiting to feast on your fear. It offers two haunted attractions plus The Boneyard, an above ground graveyard just like in old New Orleans. The attraction features the Last Ride, a ride inside a wooden coffin that simulates all your worst fears.

Trilogy of Terrors: Celebrating 20 years of scaring the citizens of Las Vegas, Freakling Brothers presents Nevada’s first R- Rated attraction. This set of haunted houses focuses on claustrophobic horror, taboo situations and horrific themes. The Trilogy of Terror includes The Gates of Hell, Castle Vampyre and Circus of Horrors. No one under 14 allowed without a parent or guardian at the Gates of Hell but the other attractions are for ages 9 and up.

Madame Tussauds “After Dark”: The wax museum’s “After Dark” edition invites guests to investigate paranormal activity lurking in the corridors of the haunted attraction.

Third Annual “OktoberFrightFest” at Fremont Street Experience: Fremont Street Experience is hosting the third annual OktoberFrightFest, combining Oktoberfest and Halloween for a month-long street party. The Viva Vision light and sound shows will be themed to “Time Warp” and “Monster Mash.” Throughout the month, Frank & The Steins, Alice and Ozzy’s Frightmare and Vampire Rising perform on the outdoor stages. Check here for the full schedule of events.

Haunted Reef: For one special night, Mandalay Bay’s Shark Reef turns into the Haunted Reef where the attraction is decorated with spooky jack-o-lanterns in addition to the always intimidating sharks and Komodo dragon with their razor sharp teeth.

The 13th Floor Experience at Circus Circus: Guests board a haunted elevator to the 13th Floor of the hotel. A headless bellman guides a tour through scary hallways where ghosts and goblins of all kinds lurk menacingly.

Sanctum of Souls haunted attraction: Check out Las Vegas’ newest Halloween attraction featuring three haunted houses, a food vendor area plus a retail outlet with costumes and accessories.

The Haunted Harvest at Springs Preserve: The Haunted Harvest gives the entire family a spooky good time. The Springs Preserve is hosting this annual Halloween event filled with carnival games, live entertainment, a haunted maze and a scary Scavenger Scarecrow Contest.

Zombie Precinct- Screamont East: Zombie Precinct: Screamont East is set to infiltrate the Fremont East Entertainment District. This attraction will be a visual mind freak as it features terrifying (and a few sexy) zombies, freaks and other demented creatures including an execution room, psych ward and morgue. Other activities will include the Wicked West Film Fest, magicians, side show acts, vendors and even the actual full size Charles Manson Prison Bus featured in the movie Helter Skelter.

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FIFA 12 console patch in 2-3 weeks

EA will release a patch for the console versions of FIFA 12 in two to three weeks.

It will implement “big corrections”, senior community manager Romily Broad revealed on the latest episode of the FIFA 12 podcast.

Sooner than that, EA will issue a fix for FIFA Ultimate Team, the add-on experience that’s played on the internet and within the main game.

FUT has been criticised by some fans who are unable to access it. Broad said EA was deliberately capping the web app as it waits for the huge spike of launch period players to settle down.

EA also plans to correct a number of issues with the PC version of the game, including unnecessarily large downloads and disconnects associated with Origin.

Separate to all of this, though, is the thorny issue of goalkeepers in Head to Head Seasons mode – the new ranked online gameplay system for FIFA 12.

Online, you’re able to control your team’s goalkeeper, leaving the skilled AI to handle the outfield players.

“People seem to be exploiting this,” Broad said. “If they’re not very good at defending they can use this to get an unfair advantage.

“People who are very good at the game won’t have a problem. They’ll just be able to pass it around your defenders and you’ll find yourself one-on-one with their top strikers every time.

“But that’s something we’ve got under review. If we think the vast majority of people hate it we’ll do something about it.

“I can’t tell you any more than that. I can’t tell you when that might happen, but we’re reviewing all the feedback from people. We’re looking especially, even harder, at the game telemetry. If you go to our forums and hear everyone saying the same thing, that’s great, but you can’t just rely on that because the people who haven’t got a problem with it aren’t talking. So we need to figure out what they’re doing as well.

“We’re looking at all of that stuff and we’re going to make a call on that. But just so you know, if you’ve got a problem with that, we’re looking at it. It’s a very serious thing we’re looking at.”

Broad said EA was committed to updating FIFA 12 more frequently than it did with any previous FIFA game, and will do so throughout the season.

“The general message is we’re looking at all of this stuff and we’re going to be fixing them very, very soon,” he said.

“Things are different with FIFA 12. The first patch for the console is going to be coming out within days, like maybe 14 or 21 of them. Two or three weeks from now the first patch will happen and that’s going to make big corrections to some of the things that are bothering people the most.

“We’re going to be doing this constantly, with our thumbs in the middle of the community trying to get people to tell us what they think, and then we’ll be acting on it for the rest of the season.

“That’s a commitment we’re definitely making. It would be nice if people came and talked to us about the things that are bothering them, because we are going to be listening.”

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Smartphones in the movies? How advancing technology is changing the moviegoer experience

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Apple’s big announcement yesterday about their new iPhone, the 4S, was about as eagerly anticipated — and scrutinized — as any blockbuster movie. And that’s fitting, really, considering how intertwined the smartphone and movie-going experience has become. How we buy tickets for films (future generations may ponder what that mysterious “waiting in line” business was all about) and talk about them (texting and tweeting might silence movie theater chatter, but is it any less annoying?) has changed rapidly in the past few years, further proving our dependence on — and addiction to — today’s newest technology.

This morning, Variety reported their findings from Tuesday’s Stradella’s Film Marketing Summit, and one staggering statistic jumped out: According to Fandango, ticket sales on mobile devices, including smartphones, have grown from 1 percent to 20 percent in the past few years. And the company is encouraging the usage of such devices. Fandango is currently testing the use of a 2D mobile bar code for when users purchase their tickets on their cell phones and also provide moviegoers with a speedy movie theater option: Ticket buyers can have a text sent to their phone, which will allow them to access to bar code to use the mobile ticket at the theater. (Reading Cinemas and Hollywood Theaters are currently trying out the service with Fandango, while a third chain will be joining soon.)

And it looks as though their efforts have paid off. Fandango’s Harry Medved tells EW that the site has seen “mobile traffic really take off” over the past year. In fact, 40 percent of Fandango visitors are logging on via their mobile and smartphones, as well as tablets. Of course, Fandango’s success in the mobile department is not altogether shocking, considering how smartphone purchases and use are only growing. A recent Nielsen report found that 40 percent of mobile consumers over the age of 18 in the U.S. are using smartphones (and 40 percent of those are using Androids). And back in February, tech blog ReadWriteWeb noted smartphone sales hit an all-time high during the fourth quarter of 2010 (the IDC calculated that “smartphone manufacturers shipped 100.9 million devices”), outselling PCs (92.1 million units) for the first time ever.

But we all know what that means: The more smartphones are used by moviegoers, the more smartphones are used in the movies. In 2010, the New York Times reported that 33 percent of smartphone users accessed the device for entertainment, while 50 percent used their phones for social networking. There has always been a desire to have a conversation about a movie — now consumers have an opportunity to read reviews from Metacritic or post their own while sitting in plush theater seats. Medved, for one, tells EW that Fandango’s mobile visitors are posting an increasing number of user reviews.

Naturally, this causes something of an issue for all moviegoers, whether or not they own a smartphone. Who enjoys seeing the glare of a cell phone — or worse, hearing the ring of a device — from the seat next to them? And then, of course, there are those people who pick up their phones in the middle of a movie. How can theaters enforce rules against bad tech behavior in films when more and more moviegoers come armed with several devices in their bags?

If anyone has found the perfect solution to that issue it’s EW’s favorite movie theater, the Alamo Drafthouse in Austin, Texas. The theater has a policy that ejects any moviegoer who texts or talks during a screening. (No, some phone-happy people aren’t happy about that, but we sure are.) Landmark Theaters CEO Ted Mundorff, who attended the summit, told Variety, “When someone’s not happy (about the no cell phone policy), I say, tell your friends.” Please, just do it when the movie is over.

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