Electronic Arts' Searing Sims
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The Sims 2 is now in stores, and it should be an earnings driver for Electronic Arts.
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Electronic Arts cuts prices on key sports titles, showing some vulnerability.
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Video game giant Electronic Arts expects  to sell 2 million units of the "Sims 2" video game this year in  Europe, proving skeptics wrong that you can't build a market  around female gamers.
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Tycho:  The news that Mass Effect would feature an uncompromising, high-res simulation of alien lesbian sex was sweet, and hot, like spun sugar.  For Gabriel, at any rate.  Some of the community reaction is dedicated to demanding gay parity for the male persuasion of this sexual equation, lengthy treatises by oiled men who crave starborne sodomy.  The rest of the dialogue is just boring.  Boring, terrestrial, and (quite frankly) myopic.         Where are the bipedal crustaceans in this calculation?  The swirling, aroused gasses?  The lonely, sentient space station whose hermetic bulkheads hold secret clusters of erotic delights, provided your character has both the skills and equipment?  Carpe astrum, you Goddamned backwater clowns.  There must be an entire universe of thrilling, dangerous, sometimes razor sharp genitalia that slavers beyond the Horsehead Nebula.      You might have noticed that we're advertising an Everquest game, an act that I'm aware places us in significant rhetorical peril.  If I had not found the game completely electrifying, I would have turned down the buy.  Of course, what I find electrifying has somewhat strange parameters.    I used to enjoy a deeply indie online CCG called Star Chamber, which was eventually purchased by an online CCG company called Worlds Apart (which did, among other things, the Lord of the Rings online CCG).  As does happen from time to time, World Apart was eventually purchased by Sony Online Entertainment, becoming SOE Denver.  Since then, they also delivered a Stargate CCG that we liked enough to advertise.  Legends of Norrath: Oathbound is a game within a game, similar to Final Fantasy's Triple Triad, that you can play against other players directly in the client.  It's tied into the loot systems for both EQ games, so that cards you get in packs are actually equipment and so forth - I find that interesting, but as a person with no investment in those systems it doesn't motivate me.  What motivates me is a rock solid, deeply tactical card game, which Oathbound absolutely is.  It plays in a stand-alone client which you can download, and comes with a fairly elaborate tutorial that is worth playing all the way through.  I had no interest in it, I felt confident dismissing it out of hand, and it won me over.  You may find yourself similarly surprised.    I have a very high opinion of Eurogamer, but I don't know how a person could possibly have reviewed Team Fortress 2 already.  We put time in both at work and at night, and I don't feel like I'm any smarter about the sometimes extraordinary interplay between the game's nine Goddamned classes, which mesh in real time to create some kind of shuddering Chaos Engine.  I have a lot of fun playing it, though the Medic brings me the most joy, so I've focused on it almost to the exclusion of all others.  A healing "gun" - like the repair module present in Tribes, almost a decade ago - is an immensely satisfying way to model that relationship.  Anytime your medical gun is attached to a player, your "Overcharge" ability is building up.  When unleashed, both you and your target become invulnerable to enemy attacks.  It's an incredible siege breaking technique, and it's earned simply by embodying the virtues of your class.  But where to use it, when to use it, I'm still learning this - and what's more, other players are still learning that I can do it.  I always love the early period in these multiplayer offerings, before the hard limits are known, when players seem to be magicians and anything is possible.
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There is a part of gamer psychology that is rarely discussed, but incredibly important: We are thrilled by wanton destruction. We need it like a form of food. Commentary by Clive Thompson.
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By Dorsey Griffith, The Sacramento Bee, Calif.  Jun. 21--Excessive video game playing sure can be a problem.
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When virtual crime finds its way into online role-playing games, should real-world authorities step in?
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Over the years, Will Wright's Spore has gone from a sci-fi-inspired Sims spinoff to its own dual-platform game.
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An anonymous essay criticizing video game publisher Electronic Arts is unleashing a torrent of complaints about work practices in the game world. [Missing Links]
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No wonder people love computer and video games. They&#39;re realistic, fast-paced, interactive and challenging. Just about any age can play.
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With a new vest, players can feel the impact of video games.
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Getting a life gets a lot more complicated in this sequel to the best-selling computer game in history.
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Electronic Arts Inc.  has sold the movie rights for  "The Sims," the best-selling computer game, of all time to 20th  Century Fox, Variety said on Friday.
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For players with ambitions to develop games, Electronic Arts must appear to be the best place in the world, but there is unhappiness among those living that dream.
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Video games are going the same road that enterprise software is increasingly taking: free software, paid services.
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Sleek new specs take playing games or watching movies the a whole new (possibly sickening) level. In Game|Life.
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The next generation of computer  games sporting more realistic visuals than ever is not yet in  full swing but a range of new graphics chips is letting gamers  beef up their PCs today in anticipation.