The Crimson Diamond is AVAILABLE NOW!! (Launch trailer)
Play it on: Steam Current goal: Solve an old-fashioned mystery
A few weeks ago, I mentioned how I was captivated by Unavowed, a point-and-click adventure from the folks at Wadjet Eye. Well, I’ve finished that one (it was great) just in time for a brand-new entry in the genre to come along. And while Wadjet Eye’s output is most reminiscent of ‘90s adventure games that offered full voice acting and elegant drag-and-drop interfaces, this new game, The Crimson Diamondfrom designer Julia Minamata, is influenced by an earlier era of adventures, ones that ran in EGA and had you typing in what you wanted your character to do. I can’t wait to explore its mysteries.
The Crimson Diamond is perhaps most reminiscent of Sierra adventures, especially the Clara Bow games which saw their plucky heroine tossed into murder mysteries during the roaring ‘20s. Itcasts you as Nancy Maple, a young woman investigating the discovery of an unusually large and valuable diamond in a town in northern Ontario, Canada. It’s clear from the trailer that her investigations will find her encountering people with motives of their own, some of them sinister, and land her in no small amount of peril. Sign me up!
People often talk about the evolution of adventure games from text parsers to purely graphical interfaces as a net good, as if text parsers were just a crutch, a relic from the genre’s early days that we no longer needed, but I’ve always thought of them as two fundamentally different approaches, each with their own strengths. I think there are ways in which the presence of a text parser can encourage creative thinking that a purely graphics-based interface doesn’t always allow for, and in addition to digging into the plot of The Crimson Diamond, I’m eager to see how it uses this design element that so rarely gets employed in modern games. All in all, it sounds like a perfect fit for a cozy weekend. —Carolyn Petit
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Austin Williams, Carolyn Petit, Moises Taveras, Kenneth Shepard, and Ethan Gach
EA reported its fourth-quarter and full fiscal year 2024 earnings Tuesday, revealing results that matched the video game company’s own guidance and analysts’ estimates, but forecasts for harder quarters ahead.
Full game sales between Jan 1 and March 31 of this year were $333 million (down from $372 million in the comparable Q4 fiscal 2023 quarter), while live services and “other” revenue totaled $1.45 billion (down from $1.5 billion a year ago, and from last quarter’s record growth of $1.7 billion).
Profit for the quarter was $182 million compared to a loss of $12 million in Q4 2023.
Wall Street forecast earnings per share (EPS) of $1.52 on $1.66 billion in revenue, according to analyst consensus data provided by LSEG, formerly Refinitiv. EA reported adjusted EPS of $1.37 on $1.78 billion (down from $1.87 billion year over year) in revenue. Net bookings were $1.67 billion (down from $1.95 billion). All results were in line with EA’s own guidance.
Net bookings for the entire fiscal year 2024 (which ran April 1, 2023-March 31, 2024) were $7.4 billion (up 1% from the previous year) and revenue was $7.6 billion, in line with guidance between $7.3-7.7 billion and slightly under Wall Street analysts’ estimates at $7.7 billion.
Per EA, the “Madden NFL” franchise saw record net bookings for the year, up 6%, and double-digit growth in weekly average users for “Madden NFL 24” and “Madden Mobile.”
Looking ahead to fiscal year 2025, EA expects net revenue between $7.1 and $7.5 billion. Net income is projected to be $904 million to $1.1 billion.
For the first quarter of fiscal 2025 (which runs April 1-June 30 of this year), EA expects revenue of $1.58 to $1.68 billion and EPS of 73 to 90 cents. Net bookings are estimated between $1.15 and $1.25 billion.
Those projections come in comparison to Q1 fiscal 2024, which benefited from the World Cup and the release of “Star Wars Jedi: Survivor.”
“This year, EA delivered bigger, bolder world class entertainment that engaged and connected hundreds of millions of players and fans,” EA CEO Andrew Wilson said in a letter to shareholders. “We will continue to build on this strong momentum through an incredible pipeline of new experiences, starting with college football in FY25, positioning us for accelerated growth in FY26 and beyond.”
EA CFO Stuart Canfield added: “EA’s FY24 was highlighted by record cash flow and strong earnings growth driven by ‘EA Sports FC’ and ‘Madden NFL.’ With strong conviction in our future, we are announcing an expanded stock repurchase program. We look forward to sharing more about our long- term strategy and financial framework at our Investor Day this fall.”
EA stock closed Tuesday at $130.24 per share. The regular U.S. stock markets will reopen at 9:30 a.m. ET.
Wilson, Canfield and other EA executives will host a conference call at 4 p.m. ET to discuss the quarter in greater detail.
EA’s next soccer game is going to be a bit different than most of its countless sports releases. That’s because, unlike FIFA or Madden, its upcoming FC Tactical is a turn-based RPG-like soccer game featuring magical-seeming special moves. Weird, but intriguing!
The Week In Games: What’s Coming Out Beyond Madden NFL 24
Announced on October 11,EA Sports’s FC Tactical is a free-to-play soccer game for mobile devices launching in 2024. But to be clear: This new game isn’t replacing FC Mobile 24 Soccer, the pre-existing EA soccer game on phones that plays like the console version. Instead, FC Tactical is something very different, described by EA in a press release as a turn-based game that will contain over 5,000 authentic players across 10 leagues, including Premier and Ligue 1.
According to EA, matches are “simulated, with turn-based opportunities” where players will choose to defend, attack, pull off “skill moves,” or take shots at scoring a goal. Screenshots reveal an interface that looks a lot like other turn-based strategy games, just instead of tanks or fantasy warriors, there are soccer players in sports arenas.
Screenshot: EA
EA says FC Tactical will feature a variety of modes including online friend matches, ranked play, leagues, and guilds. Folks will have to “train players” to “master high-skill moves” or unlock specific traits. That sounds a lot like this is some weird soccer RPG, and things only get weirder when you look at some of the screenshots featured on the game’s website and Google Play Store page.
Some of the images show soccer players pulling off what I would describe as special attacks, complete with magical-looking visual effects like flames and energy pulses. I don’t expect any of these players are going to be summoning massive monsters to help them score a goal, but who knows?
There’s an obsession with incremental changes and bullet-point features in the sports game scene, one which challenges fan’s ability to take a step back and assess each game as its own standalone title. It’s something I try and address in my own sports reviews on this site, and it’s something I’m taking to its logical conclusion here in this Quixotic attempt to pluck one game out of hundreds and call it the “best”.
Sports games by their nature don’t turn up for each new season as entirely fresh products. The economics of the industry have determined that they re-use the same engine and models for years at a time, which means the difference between them can often be limited to current uniforms, a few new features and some adjustments to ball physics. And those changes are usually influenced as much by fan feedback as they are by the development teams working on them.
So it’s tough looking at say Madden 17 as something entirely separate, since its creation was heavily influenced by the sales and reception of Madden 16, and it will in turn play a big part in how Madden 18 is designed. How do you pick one of those games and say, ok, THIS ONE is the best, when much of what made it great may have been inspired by—or come directly from—an entirely different video game?
Then you have to take into account the way sports games have changed their entire outlook over the last 20 years. In the 90s, series like FIFA and NBA Live were perfectly happy being fast, accessible, almost arcadey. Fast forward to today and advances in technology have turned blockbuster sports games into simulations, each one trying its hardest to replicate the on-field experience as best it can (or, if it can’t, then the broadcast experience instead). This makes direct comparisons between games in long-running series pretty damn hard!
Making matters worse is that each sport is different, with its own set of fans, style of play and culture. What makes the #1 baseball game better than the #1 hockey game? Is football better than basketball?
……Image: FIFA 98
I think I’ve found one way to compare all sports games, though, and as weird as it may sound at first, it’s through the one thing they all have in common. The one thing they’re more fixated upon than anything else, and which in many ways defines sports video games as their own distinct space in video games. And that’s content.
Every sports game is stingy. It’s possibly the most defining thing about the business, and is often the first thing that non-fans will mock. The genre’s business model is built entirely around balancing the need to make gamers happy with the game they just bought, but unhappy enough that they’ll turn around 12 months later and buy an incredibly similar product.
So after lingering over a short list of truly great sports games—Madden 2002, NBA 2K11, Pro Evolution 6, NBA Jam, NFL 2K5—I’ve settled the tie by going with one that wasn’t just a very good sports game in its own right, but one which decided to just say “fuck it” and give fans everything they could have wanted or needed for years to come, all in the one box.
That game is FIFA: Road to World Cup 98, as bizarre but beloved a major sports game as I think we’re ever going to see.
At the time of its release in 1997, it was a damn fine football game. It had very flash polygonal visuals, audio commentary, all the things we’ve long associated as being hallmarks of the FIFA series. But it’s where the game went above and beyond what we expect of a sports game can include, whether at the time or today, that marks it as truly great.
INDOOR FOOTBALL – In addition to regular 11v11 football, FIFA 98 also included an entirely separate 5v5 indoor mode, with its own rules and conditions, like the fact the ball never went out of bounds. It was just as fun as the actual FIFA. Maybe more fun. And while it had actually been introduced in FIFA 97, the fact it stuck around in 98 when there was so much else in the box is one of the things that helped cement this game’s legacy.
AN ACTUAL WORLD CUP – The reason for the game’s longer title was the fact that the development team decided to include, alongside domestic leagues, the 1998 World Cup. Not just the finals in France, but the entire qualifying system as well. That meant over 170 nations and their squads made it into the game, an absolutely ridiculous number that literally represented every football-playing country on Earth at the time (modern FIFA games usually only include a few dozen). You could, if you wanted, play as one of the smallest nations on the planet, take them all the way through qualifying then win the tournament itself, a feat so monumental that after FIFA 98 it would only be seen again in standalone video games specifically made for World Cups.
Image: FIFA 98
CUSTOMISATION: Besides the 170+ national teams, there were almost 200 club sides included in the game as well. And you could customise the lot. Home kits, away kits, even a player’s appearance. I remember spending what must have been weeks tinkering with this, making sure that every major team’s kit matched its actual design, and that player haircuts had been accurately recreated. This wasn’t just useful in 1997, either; people were playing FIFA 98 for years to come because as 1998, then 1999 rolled around, you could just update the kit designs again.
Here’s the most incredible thing about all this: FIFA 98 was so big it made another of EA’s own video games completely pointless. In addition to FIFA 98 (released in 1997), EA Sports had a game in development designed to cash in on the World Cup itself, due for release in early 1998. Simply called World Cup 1998, it had official branding throughout, from the tournament mascot to branded kits (a first for the series). But with only 40 teams, what was the point of buying it it when you could just fire up FIFA 98, edit some kits and enjoy much the same experience?
To get non-FIFA fans up to speed on just how crazy this was, it’s like NBA 2K18 shipping on four blu-rays, or the next MLB game deciding to include the entire Japanese and Korean pro leagues, just for one year, just for the hell of it.
This kind of thing just isn’t supposed to happen with sports games, because it gives fans everything they need to not buy your game the next year. Yet here we have, for one beautiful year, EA sports giving away the keys to the kingdom. Amongst the blur of year-to-year releases, FIFA 98’s largesse looms large like no other sports game’s inclusions ever have.
But it’s not just the excess content that’s helped FIFA 98 endure. Quantity would be nothing without quality, and the game includes several other series favourites, from the humble free kick arrow (still somehow superior to anything EA comes up with these days) to the ability to slide tackle a goalkeeper and get instantly sent off, which despite its punishment ranks as one of the most cathartic moves in all of video games.
Then there’s the matter of the game’s soundtrack, beginning with its intro, perhaps the most iconic in sports game history:
Don’t let Blur’s cameo overshadow the game’s real musical hook, though, which is the fact much of the menu music was provided by The Crystal Method:
Sports games using popular music is nothing new today, but in 1997 it was a coup for FIFA (for reference, check out FIFA 97’s tragic attempts at hip-hop and rock). Indeed, you could trace the series’ current place on the pop culture landscape back to FIFA 98 and its soundtrack, which dared to suggest that, hey, maybe these sports video games can be cool.
In a world where sports games are and always have been seen as disposable, FIFA 98 stands apart. By including so many teams across such a breadth of competition, and allowing for such a degree of customisation, people were able to dig in and play it not just throughout 1997, but well into the next few years as well.
Even today, when the FIFA series is known as much for its licensing as it is its football and has over 20 years of experience under its belt, you’ll find fans still talking about FIFA 98 in reverent tones. Amazing what some decent music, tiny teams and the ability to let try and murder a goalkeeper will do to a fanbase…
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EA Sports and Nike announced yesterday that, at some point in the “future”, games like FIFA and Madden will feature integration with .Swoosh, which Nike describes as its “new digital community experience”.
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Despite this, and a wider public reaction to the concept that landed somewhere between ambivalence and condemnation, there are still some companies willing to stick it out. Partly because they’ve got one eye on the future, and also maybe because they signed a bunch of contracts in 2021 and now have to see them through.
Nike Virtual Studios and EA SPORTS are today announcing a new partnership aimed at enhancing and personalizing the virtual sports experience for fans all over the world. This collaboration brings together two of the biggest names in sport and entertainment and will lead to all new ways for members of .SWOOSH, Nike’s new digital community experience, and EA SPORTS fans to express their personal style through play.
What’s funniest about the announcement, perhaps, is that even Nike and EA are embarrassed by (or intentionally obfuscating, you pick!) the truth, which is why you won’t find mention of the term NFT in the news, or even a reference to Web3. Instead EA simply says the partnership will make “.SWOOSH virtual creations available allowing members and players unique new opportunities for self-expression and creativity through sport and style.”
EA Sports games offer that already, of course, sometimes in the form of free unlocks, others that you have to pay for using in-game (or real-world) currency.
You can hear someone tell you Tom Brady’s age (45!) and it doesn’t really hit you, because the guy still looks pretty fit and healthy. To fully grasp the length of Brady’s tenure on this Earth, then, you need to realise that the man has appeared in a video game for the PlayStation. Like, the original PlayStation.
Brady, born in 1977, was drafted by the New England Patriots in the sixth round of the 2000 NFL draft—as the 199th pick—and spent his first season in the league as a fourth-string QB. He was so far down the NFL pecking order, in fact, that for his first appearance in Madden—Madden 01, which not only released on the PS1 but also the Nintendo 64—he wasn’t even named, he was just listed on the Patriots depth chart as “QB #12″.
A year later, having moved up to the backup spot, he took over from the injured Drew Bledsoe, led the Patriots to a Super Bowl victory and the rest is history. Brady retires as the statistical leader in almost every category that matters for a QB, from passing yards to passing attempts to TD passes, while also leading the league in ball deflation controversies, crypto scam endorsements and weird ways to kiss your kid on the mouth.
To celebrate his career—or, for many more of you, to celebrate his retirement, announced today—I’ve put together this slideshow showing his video game career, from those early days on the PS1 through to the NFL 2K series, Madden and some other stops in between. It won’t be every game from every year, that would be boring—and for recent Madden games incredibly repetitive—but still, it’ll be a nice little walk down memory lane. Unless you remember playing any of these first few games, in which case I’m sorry for reminding you how old you are.
EA’s “most polished” Madden in years continues to walk a rough road. Madden 23 received its massive October title update on Thursday, and with it a lot of welcome tweaks to underlying gameplay. But despite a bevy of bug fixes, many fans still feel like EA isn’t been honest about the current underwhelming state of the game and what they see as the prioritization of microtransaction gambling over making sure regular modes are glitch-free.
“Today may have saved Madden 23,” Madden YouTuber Zirktober tweeted yesterday shortly after the October patch notes were published online. By the end of the day, players had discovered a major bug. Upgrading any of the game’s “Most Feared Monsters” players would automatically lock players out of Madden Ultimate Team, the game’s highly monetized competitive online mode.
“Do not upgrade any Most Feared Monster Maker players as it can lock your account out of Ultimate Team,” EA announced that evening. “We are currently working on fixing this issue and unlocking any players impacted.” A few hours later the bug was fixed and players could use the upgrades again without fear of being locked out, though EA still seemed unclear on the precise source of the issue. “We have disabled chemistry options on Monster Makers for the time being as we are investigating an issue,” it tweeted.
While the interruption ultimately ended up being just momentary, it was still a perfect encapsulation of the rollercoaster ride fans have been on since Madden 23 launched back in August. Initial reviews were mostly positive, followed by a harsher assessment by some players, including a few NFL pros. Content creators rallied around a brief “pack strike” to protest the high price and piss-poor odds of getting great players out of Madden Ultimate Team’s card packs. By the beginning of October, some wondered if Madden 23 could still be saved, or if it might end up being remembered as one of the worst iterations of the annualized money maker in several years.
First, the good news. Madden 23’s October Title update does address some core complaints in recent weeks. A recalibrated slider seems to be addressing the maddening number of super-human interceptions players were previously witnessing. A disconnect issue leading to lots of lost progress in Franchise mode was also seemingly fixed. CPU teams should no longer randomly end negotiations with players. Some players got new face scans. And there were plenty of teaks to blocking, catching, and other core gameplay mechanics.
“While not every issue has been resolved today, more fixes are coming with future updates as we continue to actively work to bring you the best possible experience. We value and appreciate your feedback,” EA wrote. “Our team is consistently taking it into consideration and working on delivering updates all season long.”
This Is Popular Stranger
But the story with Madden is never as simple as one of total disaster or complete redemption. The title update also claimed to add the Jets’ new alternate black helmets, but several players have been getting glitched white versions instead. Franchise mode is also still a mixed bag. While some players report finally being able to progress in their seasons after previously hitting a wall of crashes and disconnects, others are still encountering the dreaded draft loop bug that sends them back to the beginning of a season whenever they finish a game.
Another particular sore spot remains Madden 23’s field passes, a battle pass system similar to the one free-to-play game Apex Legends added just this year. Its three tiers—Season, Competitive, and Fear—have given players issues ever since launch. Even now, they don’t always track players’ stats correctly, meaning players don’t get rewarded for completing an objective when they should. As YouTuber This Is Popular Stranger points out, just getting a pass open can be a chore, with some players still getting flooded with error messages when they try to access it. And then there are the missing rewards.
Some players weren’t getting rewards for House Rules matches, while others weren’t getting Trophy Packs for winning season-length Super Bowls. Coins, used to buy packs without spending real money, also went missing. EA acknowledged the issues at the end of last month, but players are still waiting to hear how it will be addressed. Meanwhile, Solo Battles, a main objective for collecting other rewards, were broken for a week, leaving many players to miss out. It’s a big problem for a game in which the only alternative is to shell out money on randomized card packs.
“I wonder if EA just doesn’t realize what a HUGE issue broken rewards is,” Madden streamer Kmac tweeted earlier this week. “It’s been THREE WEEKS now and they’re just dropping new promos like nothing is wrong. There’s no incentive to play Madden. No one can afford the new cards dropping.”
It’s the stinginess of the card packs—the backbone of Madden’s most popular online mode—paired with the lack of acknowledgement of ongoing bugs and lost rewards that’s continuing to foment discontent within the community.
“A lot of people were like, ‘Is the Pack Strike over?’ ‘The content’s really good, it felt like things were better this morning’—it’s absolutely not [over],” Popular Stranger said during his recent title update video. “The bundles do look better but we ain’t buying them. I hope you guys aren’t as well.”
A player who goes by iowaopoly on Twitter has been tracking pack and stat reroll odds since launch, and continues to believe they are some of the worst in years. That’s despite the card packs themselves historically making billions for EA. It was one of the few publishers to continue posting great profits this year while rivals like Ubisoft and Activision struggled, mostly on the back of microtransactions in series like Madden.
“The main theme of Madden 23 is stuff just continues to come out broken and super expensive and it takes days or even weeks to get stuff fixed in some way so players can get rewards to get the items or even play the game so it counts for something on progress,” Twitch content creator Rob Lopez told Kotaku. In the meantime, Madden 23just went on sale. It’s $20 off less than two months after release.