Skip to main content

EA talks SSX for next-gen consoles, more series reboots

Image used with permission by copyright holder

Electronic Arts loves your money and it’s not going to stop trying to take it from you. The company’s E3 2012 conference was light on new announcements (a UFC partnership with no game was the biggest) and heavy on sequels that further denigrate once proud series (Dead Space 3’s obnoxious noise fest). There was, surprisingly, not a single announcement of a big franchise reboot. Bringing back the distant past has been a 2012 trademark of EA with the Starbreeze-made Syndicate and a return to the mountain with SSX. EA promises though that it hasn’t given up strip-mining the past.

EA Labels head Frank Gibeau spoke with Computer and Videogames UK on Wednesday and explained that while its 2012 reboots had mixed success, the studio definitely plans on revisiting other dormant properties. “Syndicate was something that we took a risk on. It didn’t pay off—it didn’t work. But in general it doesn’t change my appetite for wanting to go look in the library and see what we have and maybe bring back some IPs for the next-generation,” said Gibeau, “That’s the nature of the business; some stuff works, some stuff doesn’t.”

Recommended Videos

SSX apparently worked quite well, guaranteeing that the franchise won’t disappear for another five years. “I think SSX was a very successful launch for us and there was some online innovation there that really showed why it made sense to bring that back,” said the executive, “It’s done well and you’ll probably see more in the future. There are numerous IPs that I think about all the time like Command & Conquer and Sim City—which is a brand we’ve brought back after 7 years.”

Gibeau’s comments illuminate how to properly reinvigorate a franchise. SSX was at least reminiscent of the PlayStation 2 originals, like SSX Tricky, even though it broke much of what was wonderful about latter day entries. Bottomless pits have no place in SSX, EA! The failure of Syndicate meanwhile demonstrates yet again that resurrecting a brand completely free of the game style of the original will do you no favors.

In the Internet age, you’re never starting from scratch in marketing a name. When people Google “Syndicate” they’re going to find out that the original was a tactical game, not a multiplayer shooter. The same problem hampered Microsoft’s attempt to resurrect Shadowgate. EA themselves cancelled an all but finished game, Command & Conquer shooter Tiberium, that strayed too far from its source material.

Anthony John Agnello
Former Digital Trends Contributor
Anthony John Agnello is a writer living in New York. He works as the Community Manager of Joystiq.com and his writing has…
First EA Sports College Football game in over a decade officially revealed
An Oklahoma football player with a hand on his fellow player's shoulder in College Football 25

College Football 25 | Official Reveal Trailer

"Finally, it is here," says the announcer in the first trailer for EA Sports College Football 25, kicking off the countdown to the release of the first College Football game in 11 years.

Read more
With EA’s help, Wild Hearts solves Monster Hunter’s biggest problem
Three players build to fight a monster in Wild Hearts.

Although Capcom’s Monster Hunter series is more popular than ever in the West, it’s still a daunting series to get into because of its overbearing tutorials and complicated UI. Koei Tecmo development team Omega Force didn’t want to repeat this mistake with Wild Hearts -- its upcoming fantasy monster-hunting game with a complex offensive crafting element. To solve this issue, it partnered with Electronic Arts’ EA Originals label to better understand how western players prefer to be treated in the earliest stages of a complicated adventure.
“We wanted to understand better how this game might be received by players in different parts of the world,” Co-Director Takuto Edagawa said when discussing the fruits of the EA partnership. “Players around the world don’t tend to like information being over-presented. They don’t want you to explain too much; they want to learn more in a hands-on way by experiencing it themselves through play.”
WILD HEARTS | 7 Minutes of Gameplay
Digital Trends put this to the test with our playable three-hour build of the earliest parts of Wild Hearts and found its introduction and tutorials to be better than anything Monster Hunter has done. Within 30 minutes, Wild Hearts players should be familiar with the basic concepts the game deals with and be set for what’s shaping up to be an enjoyable cooperative hunting and crafting adventure.
A wild hunt
“One thing that was very important to us was to not do a lot of explaining and then get into the story and gameplay,” Edagawa tells Digital Trends. “We wanted you to be able to play as soon as possible. We know that our players want to experience the game and world as soon as they can, so that was the fundamental approach we took with the opening.”
Wild Hearts begins peacefully, with a lone hunter walking through a forest rife with small friendly Kemono creatures. Soon, a small-time hunt begins as the player spots a deer-like Kemono. During this hunt, players will learn the basics of the camera and movement controls, the attacks at their disposal during combat, how to climb ledges with limited stamina, and how to sneak up on an enemy.
These are some basic fundamentals in hunting games, but the difference compared to Monster Hunter Rise is that the game isn’t constantly stopping the player with long cutscenes or large text boxes to explain basic things. Text boxes only appear if players choose to activate them when a tutorial pops up.
WILD HEARTS Official Reveal Trailer
The best game openings get right into things, which Wild Hearts successfully does. According to EA Originals Executive Producer Lewis Harvey, this is the aspect of the game Koei Tecmo wanted to work closely with EA on, although EA provided some character and world design input to the Japanese development team at Omega Force as well.
“EA has a great wealth of experience in its user research division, and we were able to provide a huge amount of testing and data to Koei Tecmo that really helped them fine-tune the game and make critical decisions around their feature set,” Harvey said. “A lot of the creative input and feedback we have given has been around tutorialization, onboarding, and clarity of features and UI to players.”
The hunt continues
The setup EA and Koei Tecmo settled on was already effective but wasn’t quite over yet. I soon came across a mystical being calling themselves Mujina. During a discussion with them, I established my character’s backstory, customized their look, learned more about the Kemono, and got my first significant objective: go to the nearby town of Minato.

Before I could do that, though, the environment around us quickly changed and was overtaken by ice. I used the skills the game had effectively taught me by that point to hunt down the source, a giant ice wolf Kemono, and I engaged them in battle. Unfortunately, this fight was impossible to win, so my character was defeated and tossed into a deep cave. That’s when Mujina reappeared and activated my Karakuri, a little device my hunter found in the last hunt and carried with them.
Then came the second part of the tutorial, which focused on this unique system. During development, Koei Tecmo decided to make crafting in Wild Hearts not just a defensive or preparation thing but something that can help during exploration and fights. To get out of this cave, I had to build up boxes of Karakuri to help me climb up a wall and then build more to create a vantage point I could aerially attack enemies from.
Karakuri building skills are critically important when preparing for hunting large Kemono, too. After escaping the cave, I used the Karakuri more traditionally to build a camp near a girl I found unconscious on the ground. Once I did that, another giant Kemono that looked like a giant rat with plants growing out of it attacked, and I set off on the first real hunt of the game, concluding the opening and kicking off the true Wild Hearts adventure.
While a lot more pleased me afterward -- like the colorful world design, attack damage numbers, and fact that Karakuri remains in the world map after a hunt to remind you of previous exploits -- this opening is what stuck with me.
Sayonara, Monster Hunter
I’ve tried to get into the mainline Monster Hunter series multiple times but always found the beginning of those games off-putting because of how daunting their openings and tutorials are. The king of this genre has an approachability problem, and Wild Hearts has a great chance of becoming the preferred option for new players thanks to how it handles player onboarding. Couple that with a cleaner UI, and this Wild Heats already has a better user experience -- even just 30 minutes into a preview build I played months ahead of its launch.

Read more
EA’s Wild Hearts takes a stab at Monster Hunter in February
Wild Hearts

Publisher Electronic Arts and developer Omega Force revealed new details and the debut trailer for Wild Hearts, a new monster-hunting game that will release on February 17, 2023, for PC, PlayStation 5, and Xbox Series X/S.

WILD HEARTS Official Reveal Trailer

Read more