Top 20 Electronic Arts Games
Indianapolis 500: The Simulation is a 1989 computer game. It was hailed as the first step of differentiating racing games from the arcade realm and into racing simulation. It was developed by the Papyrus Design Group, consisting of David Kaemmer and Omar Khudari, and distributed by Electronic Arts. It first released for DOS and later for the Amiga in 1990.
Indianapolis 500: The Simulation attempts to be a full simulation of the Indianapolis 500 race, with 33 cars and appropriate Indy car "feel". While racing, it only offers a first-person perspective, but the game offers a replay mode as well. Indy 500 offers the ability to realistically set up the car, and any changes made to the car directly affect how it handles.
The field is represented as realistic and the qualifying order stays true to the 1989 Indianapolis 500 starting grid.
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Are you prepared to lose everything to save the galaxy? You'll need to be, Commander Shephard. It's time to bring together your greatest allies and recruit the galaxy's fighting elite to continue the resistance against the invading Reapers. So steel yourself, because this is an astronomical mission where sacrifices must be made. You'll face tougher choices and new, deadlier enemies. Arm yourself and prepare for an unforgettable intergalactic adventure.
Shift the fight in your favour. Equip yourself with powerful new weapons almost instantly thanks to a new inventory system. Plus, an improved health regeneration system means you'll spend less time hunting for restorative items.
Make every decision matter. Divisive crew members are just the tip of the iceberg, Commander, because you'll also be tasked with issues of intergalactic diplomacy. And time's a wastin' so don't be afraid to use new prompt-based actions that let you interrupt conversations, even if they could alter the fate of your crew...and the galaxy.
Forge new alliances, carefully. You'll fight alongside some of your most trustworthy crew members, but you'll also get the opportunity to recruit new talent. Just choose your new partners with care because the fate of the galaxy rests on your shoulders, Commander.
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Dungeon Keeper is a strategy video game in which the player attempts to build and manage a dungeon or lair while protecting it from invading 'hero' characters intent on stealing the player's accumulated treasures and killing various monsters. This was Peter Molyneux's final project with Bullfrog before he left the company in August 1997 to form Lionhead Studios.
The player uses a mouse, represented in-game as a hand, to interact with a bar on the left-hand side of the screen, allowing them to select which rooms to build and which spells to cast. The player can also use the hand to pick up creatures and objects in the dungeon and carry them around, allowing for tactics such as gathering an assault force and dropping off the creatures en masse once a foothold has been established. The hand also allows the player to "slap" objects and thereby interact with them: creatures will hurry up when slapped, some traps will be triggered and prisoners in the Torture Chamber can be tortured.
The main game view is in isometric perspective; this view can be zoomed and rotated. The player also has the option of possessing one of their creatures, and seeing the dungeon from that creature's first-person perspective, as well as using their attacks and abilities. The map is divided into a grid of rectangles, most of which are invisible. A smaller part of the map is shown as a minimap in the top left corner of the screen.
A world map is also available, and at the beginning of the game the player is allocated one of the 20 regions of a fictional, idyllic country to destroy. As the player progresses through these regions, each of which represents a level of the game, the areas previously conquered will appear ransacked, twisted, and evil. Before starting a new level, the Mentor will tell the player about the current region and its attributes. After completing a level, the Mentor will talk about the "improvement" of the destroyed region: "The streets run with the blood of the slain. Screams of pain and howls of anguish rip the night air like a vengeful siren's song. This really is somewhere you can take the kids for the weekend."
The Dungeon Heart represents the Dungeon Keeper's own link to the world. If it is destroyed, the player loses the level, and must restart. Along with the heart, the player begins with a small number of imps, the generic work force for all dungeon activities: they can dig tunnels into the surrounding soil, capture enemy rooms and Portals, mine gold and gems, set traps, and even attack when desperate or threatened. Slapping creatures forces them to work faster for a while, but removes some of their health and happiness.
Once the Imps are busily working, the player must then set up a basic infrastructure: Lairs for monsters, a Hatchery (where chickens, which serve as food for the minions, are bred), and a Treasury for storing gold. After connecting the dungeon to a "Portal", monsters will arrive. As the game progresses, the player moves along a technology tree, unlocking further rooms.
The dungeon has a fleshed-out ecology: some creatures are natural enemies. Flies and Spiders are often found at odds with one another, while a Horned Reaper, if it has gone berserk, will attack all creatures in its path. The goals for each level are fairly straightforward: they generally fall along the lines of eliminating the heroic force or destroying all other Dungeon Keepers on the level.
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Like its predecessor, players take the role of a dungeon keeper, building and defending an underground dungeon from the would-be heroes that invade it, as well as from other keepers. In the game's campaign mode, the player is charged with recovering the portal gems from each area in order to open a portal to the surface.
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System Shock 2 is a first-person shooter action role-playing survival horror video game for Microsoft Windows, Apple OS X and Linux. The title was designed by Ken Levine and co-developed by Irrational Games and Looking Glass Studios. Originally intended to be a standalone title, its story was changed during production into a sequel to the 1994 PC game System Shock; the alterations were made when Electronic Arts—who owned the System Shock franchise rights—signed on as publisher. System Shock 2 was released on August 11, 1999, in North America.
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Starflight is a space exploration role-playing adventure video game developed by Binary Systems and published by Electronic Arts in 1986. Originally developed for IBM compatible and Tandy systems, it was later released for the Amiga, Atari ST, Macintosh and Commodore 64. A fully revamped version of the game was developed for the Sega Mega Drive/Genesis in 1991.
Set in the year 4620, the game puts players in the role of a starship captain sent to explore the galaxy. There is no set path, allowing players to switch freely between mining, ship-to-ship combat, and alien diplomacy. The broader plot of the game emerges slowly, as the player discovers that an ancient race of beings is causing stars to flare and destroy all living creatures.
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Express your creativity as you customize your Sims’ distinct appearances and unique personalities, giving them traits and having fun with fashion and hairstyles. Effortlessly build your Sims the perfect home, choosing favorite designs and décor, with more detail than ever before on mobile. Experience the rich and entertaining moments of your Sims’ lives as they accomplish career goals, pursue hobbies, develop relationships, and improve their Lifestyle. Party with friends, socialize around town, attend special events, and give Stickers to your favorite Sims. What stories will you tell?
CREATE UNIQUE SIMS
Customize Sims’ appearances, hairstyles, outfits, makeup, and accessories. From nose to toes, there are endless possibilities! Then put together an unforgettable wardrobe when you team up with Izzy Fabulous in the Fashion Shop. Choose personality traits for each Sim, like Active or Musical, and add more as your Sims gain life experience.
BUILD THE PERFECT HOME
Design your Sims a home where they can experience all that life has to offer. Effortlessly personalize home layouts and designs, selecting from a variety of furniture, appliances, decorations, and even themed collections. Then take your Sims out to discover awesome, customizable venues like a fashion studio, restaurant, and nightclub.
SHAPE YOUR SIMS’ LIFESTYLE
Guide the stories of your Sims’ lives from careers and hobbies to relationships and families. Pick exciting careers like Fashion Designer and Doctor, and hobbies like Cooking and Guitar playing. Have friendly and romantic relationships with other Sims and take Risky Actions like trying for a kiss or inventing an experimental recipe. Start a family and create a path for future generations by passing down powerful Heirlooms.
Host and attend parties with other Sims where you can socialize and earn rewards. Show off your amazing house, develop romantic relationships, and even decide to move in with other people’s Sims. Join special daily events like Speed Dating in the Park or the Market Square Music Festival. Plus, meet other players’ Sims at parties or around town and use Stickers to let them know if they’re Cute, Hot, or Fabulous!
There are endless ways to connect when you craft big and small moments for your Sims, and see where life takes them in The Sims Mobile!
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The masterful author who brought you the Hellraiser films and countless successful horror novels tries his hand at video games with this creepy, haunting saga. Set in the early 1920s, the action takes place in the Irish countryside and revolves around a plagued fellow by the name of Patrick Galloway. Full of terrifying twists and turns, the game follows Galloway as he's haunted by specters--an ailment that will slowly drive him to the brink of insanity over the course of the game's many chapters. He'll have both magic and some powerful weaponry to help him through his journey, but as the plot thickens, so does the level of difficulty. Blending fever-pitch action with a deep, thorough story, Clive Barker's Undying is chilly enough to keep you up at night and addicting enough to occupy you for weeks.
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We Love Katamari (or We ♥ Katamari), known in Japan as Minna Daisuki Katamari Damacy ("Everyone Loves Katamari Damacy"), is a video game published by Namco for the PlayStation 2. It was released in Japan on July 6, 2005, in South Korea on July 28, 2005, in North America on September 20, 2005, and in Europe on February 2, 2006. It is the sequel to the previous year’s sleeper hit, Katamari Damacy. This is the last game in the series that had involvement by the series creator Keita Takahashi.
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Freedom is threatened yet again and only Minute Man and his heroic Freedom Force can save the day in the follow up to one of the most critically acclaimed games of 2002.
Freedom Force vs. the Third Reich brings dynamic storytelling, fast-paced tactical role-play, and larger-than-life characters from the comic book pages to the computer screen. In this title, the league of heroes must travel back in time to defeat Blitzkrieg, defender of the Reich and his homicidal henchmen. With action spanning from the blasted battlefields of World War II to the dazzling depths of distant dimensions, Freedom Force vs. the Third Reich will give Freedom Fans more than they can handle.
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Based on international teams (with fictional player names), their abilities in each skill area rated out of 10 to give the player an overall impression of how good they are. The options available follow the standard set: fouls and offsides can be toggled on and off, the match length can be set, and if the timer operates continuously, or only while the ball is in play. Gameplay privileges quick runs, short passes and blistering shots outside the penalty box, and set pieces are controlled by moving a box into the target area for the ball, and then passed, lobbed or kicked directly. On the tactical side, formations can be selected, with 5 different strategies also available (although not all of these combinations make sense) as can the team Coverage - the areas which defenders, midfielders and strikers cover.
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The game mechanics were based directly on those used in the tabletop role-playing games Tunnels and Trolls and Mercenaries, Spies and Private Eyes created by Wasteland developers Ken St. Andre and Michael Stackpole. Characters in Wasteland consequently have various statistics (strength, intelligence and luck among others) that allow them to use different skills and weapons. Experience is gained through battle and through use of skills. The game would generally let players advance with a variety of tactics: to get through a locked gate, a player could use his picklock skill, his climb skill, or his strength attribute; or he could force the gate with a crowbar - or a LAW rocket.
The initial band of Desert Rangers encountered a number of NPCs as the game progressed who could be recruited into the party of up to seven. Unlike those of other computer RPGs of the time, these NPCs might temporarily refuse to give up an item or perform an action if ordered to do so. The game was also noted for its high and unforgiving difficulty level and for such combat prose as "reduced to a thin red paste" and "explodes like a blood sausage", which prompted an unofficial PG-13 sticker on the game packaging in the United States.
Wasteland was one of the first games featuring a persistent world, where changes to the game world were stored and kept. Returning to areas later in the game, one would find them in the state one left them in, instead of being reset to their original state, as was common for games of the time. Since hard drives were still rare in home computers in 1988, this meant the original game disk had to be copied first, as the manual instructed one to do.
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The late-1997 edition of FIFA was heavily tied in with the qualifying procedure for the 1998 World Cup. In the Road to the World Cup mode, you take a team from first qualification through to the main tournament, using the varying systems in different parts of the world. The game features 16 distinct outdoor stadia. The League play features 189 clubs and 11 leagues. Each team has specific crowd chants incorporated into the ambient sound.
The action is faster than in previous versions, and AI has been expanded. Players have distinct facial feature and hair styles. Each match is introduced by Des Lynam and commentated on by John Motson and former Scotland international Andy Gray.
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About: 2669, Gemini Sector, Troy System. The Terran frontier between the Kilrathi Empire and the unknown. Privateer takes you to the seamy side of the Wing Commander universe. In the far reaches of space, you live by no man's rules but your own. The fringes are populated by a volatile mix of pirates, miners, mercs
cutthroats, and Kilrathi, all struggling to make a life for themselves.
In this open-ended game you can choose from many paths. You start with a rusted scout ship and a handful of credits in your pocket It isn't much, but the universe is there for you to explore in search for profitable opportunities. Become a patient, law-abiding merchant, a smuggler far away from the normal space lanes, a pirate preying on the weak, or a professional mercenary hunting down criminal scum. Or just do whatever suits you at the time. At the end of the day, it's all about money and survival. Mostly money.
Are you determined enough to forge your own destiny?
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After saving the world of Thedas by closing the Breach, your next mission determines the future of the Inquisition itself. Win a race against time to defeat a great evil that could devastate Thedas. In this DLC, playable after the events of Dragon Age: Inquisition, embark on a last adventure to confront the one who started it all.
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The Sims 2: Apartment Life is the eighth and final expansion pack in the The Sims 2 video game series.
A flyer included in later copies of The Sims 2: FreeTime expansion pack and The Sims 2: Kitchen & Bath Interior Design Stuff Pack announced Apartment Life, which brings magic back to the franchise and new features like Sims' relationships with neighbors inhabiting the same apartment building, interacting with an NPC landlord, a new reputation system, and new activities for publicly accessible lots.
Pre-release began on August 27, 2008, via the EA store.