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	<title>Bigbig Studios &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>What Happened To PlayStation Exclusive MotorStorm?</title>
		<link>https://gamingbolt.com/what-happened-to-playstation-exclusive-motorstorm</link>
					<comments>https://gamingbolt.com/what-happened-to-playstation-exclusive-motorstorm#respond</comments>
		
		<dc:creator><![CDATA[Paul Kainoa Vigil]]></dc:creator>
		<pubDate>Tue, 17 Sep 2019 19:12:32 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Bigbig Studios]]></category>
		<category><![CDATA[Evolution Studios]]></category>
		<category><![CDATA[Motorstorm]]></category>
		<category><![CDATA[Motorstorm Apocalypse]]></category>
		<category><![CDATA[motorstorm rc]]></category>
		<category><![CDATA[motorstorm: arctic edge]]></category>
		<category><![CDATA[motorstorm: pacific rift]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=415972</guid>

					<description><![CDATA[Where did Sony's racing franchise go?]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">L</span>ove racing games? It&#8217;s got a lot to offer. From colorful kart racers such as the highly popular <em>Mario Kart</em> games and the recently-released <em>Crash Team Racing Nitro-Fueled</em>, to games such as the <em>Forza</em> series and the <em>Need For Speed</em> games, and everything in between, like <em>Team Sonic Racing</em>, racing games are great because they are both highly accessible and highly competitive &#8211; a great way to involve just about anyone in a game. The objective is simple, and oftentimes, the controls are straightforward. But while racing games are easy to get into, it&#8217;s not exactly the most popular genre, though by no means niche.</p>
<p>So, it&#8217;s always unfortunate to see racing franchises go away, such as the once-popular <em>Twisted Metal</em> series. Another such series whose activity has dropped off is the <em>MotorStorm</em> series. While each racing franchise is distinguished by the particular &#8220;flavor&#8221; of racing that they offer, the <em>MotorStorm</em> games are unique because they are offroad racers. The franchise is exclusive to PlayStation consoles, but sadly, the main development studio behind the<em> MotorStorm</em> games &#8211; Evolution Studios, based in England, shuttered by Sony, who took ownership of the company in 2007. Prior to Sony acquiring them, Evolution Studios worked on the <em>World Rally Championship</em> series. Sony acquired Evolution Studios and Bigbig Studios, a satellite company to Evolution Studios, in 2007, after the release of the first <em>MotorStorm</em> game.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2010/11/Motorstorm-Pacific-Rift.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-15400" src="https://gamingbolt.com/wp-content/uploads/2010/11/Motorstorm-Pacific-Rift.jpg" alt="" width="620" height="387" srcset="https://gamingbolt.com/wp-content/uploads/2010/11/Motorstorm-Pacific-Rift.jpg 655w, https://gamingbolt.com/wp-content/uploads/2010/11/Motorstorm-Pacific-Rift-300x187.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>That first <em>MotorStorm</em> game (alternatively known as <em>MotorStorm: Monument Valley</em>) was released for the PlayStation 3 in December 2006 in Japan and March 2007 in North America and Europe. The game was first announced in E3 2005 &#8211; the same conference which saw the reveal of the PlayStation 3, and the promotional trailer of which was one of several that drew skepticism regarding whether or not trailer footage was in-game footage from a PS3. As it would turn out, the video wasn&#8217;t made by Evolution Studios. Nevertheless, <em>MotorStorm</em> would release to great acclaim, and its debut would enjoy significant commercial success &#8211; by October 2011, the first <em>MotorStorm</em> game has more than 3.5 million sales to its name.</p>
<p>Notable about this game is how it introduced offroad racing with a variety of vehicles: bikes, all terrain vehicles, trucks, big rigs, rally cars, buggies, Mud Pluggers, and buggies, with even more vehicle classes being introduced in later games. What&#8217;s great about the <em>MotorStorm</em> experience are all of the real-time effects displayed by vehicles and on the racing environment. Tracks and indentations left on the race course remain for the rest of the race &#8211; the same thing for stray vehicle pieces. Each vehicle class responds differently to course obstacles or indentations &#8211; some classes handle mud well, while others struggle.</p>
<p>Additionally, tracks feature different routes &#8211; designed for different classes and meant to maximize vehicle classes such that despite different abilities, all racers are still on an even playing field. Additionally, <em>MotorStorm</em> games incorporate a boost gauge that must be managed so as to prevent overheating. After the greatly successful debut of the first <em>MotorStorm</em> game and the acquisition of Evolution Studios by Sony, it&#8217;s not hard to imagine that a sequel to <em>MotorStorm</em> would be in demand, or would be expected. And in the autumn of 2008, Evolution Studios would deliver the second <em>MotorStorm</em> title for the PS3 &#8211; <em>MotorStorm: Pacific Rift</em>. While the first <em>MotorStorm&#8217;s</em> tracks were heavily focused around rugged deserts, and rocky terrain, <em>Pacific Rift</em> has an entirely different theme &#8211; that of tropical islands, with greenery and trees, bluer skies, and blue water from rivers, beaches, waterfalls, more dynamic and vibrant than the monotony of the previous game.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2010/12/motorstorm.jpg"><img decoding="async" class="aligncenter wp-image-16087" src="https://gamingbolt.com/wp-content/uploads/2010/12/motorstorm.jpg" alt="" width="620" height="364" srcset="https://gamingbolt.com/wp-content/uploads/2010/12/motorstorm.jpg 655w, https://gamingbolt.com/wp-content/uploads/2010/12/motorstorm-300x176.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>All of this, in addition to an interesting sugar cane-themed track. And that water can be driven through to help manage your boost gaugeWhile the first <em>MotorStorm</em> game had 21 licensed songs, this one ratchets that total up more than twice over, with 46 songs. All vehicles from the previous game return, while introducing the new monster truck class along with other new vehicles. As a testament to the power of the brand, before the year 2008 ended, the game had already sold more than one million copies. Additionally, <em>Pacific Rift</em> would see a separate version called <em>MotorStorm: 3D Rift</em> released on PSN in August 2010, strange considering that this would follow the release of the third game. And this third game is <em>MotorStorm: Arctic Edge.</em></p>
<p>Each <em>MotorStorm</em> game so far has been designed around specific environmental themes, and the subtitle <em>Arctic Edge</em> certainly tells you what to expect from this new <em>MotorStorm</em> game. Alaskan white and coldness all over &#8211; with snow and ice defining the world you drive on. Avalanches can be triggered by horns or vehicle explosions, and can be used to hinder your opponents. There are ice bridges that will crumble under the weight of too-heavy vehicles. Releasing in 2009, <em>Arctic Edge</em> is interesting in that it released first for the PSP and then for the PS2 shortly afterwards. While the previous two games were developed by Evolution Studios, this game was handled by Bigbig Studios. The game features 20 licensed songs, and brings back six vehicle classes while introducing the Snow Cat and the Snow Machine &#8211; statistical and design variations on the Big Rig and the ATV, respectively.</p>
<p>Notably, this game introduces Vehicle Customization, which allows you to personally design your vehicle&#8217;s appearance with paint jobs and stickers, and while choosing the parts used for the vehicle. Most everything is unlocked in the story mode, with the exception of some stickers that are unlocked via online racing. The next <em>MotorStorm</em> game, <em>MotorStorm: Apocalypse</em>, would see the franchise returning to the PS3, and would release in 2011. While each of the previous games had different environmental themes, this game has a different concept altogether &#8211; a fictional urban landscape called the City, based off of the Bay Area in California. Destructible environments have always been important to <em>MotorStorm</em>, and that gets ramped up significantly in this game, where the environments are besieged by natural disasters such as earthquakes and tornadoes, though unlike previous games, the land you drive on isn&#8217;t deformed after passing on it.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2011/03/MOTORSTORM-APOCALYPSE-HD-WALLPAPER-PSN.jpg"><img decoding="async" class="aligncenter wp-image-25261" src="https://gamingbolt.com/wp-content/uploads/2011/03/MOTORSTORM-APOCALYPSE-HD-WALLPAPER-PSN.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2011/03/MOTORSTORM-APOCALYPSE-HD-WALLPAPER-PSN.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2011/03/MOTORSTORM-APOCALYPSE-HD-WALLPAPER-PSN-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2011/03/MOTORSTORM-APOCALYPSE-HD-WALLPAPER-PSN-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>And uniquely, the game&#8217;s vehicles don&#8217;t have horns, and customization parts are all unlocked online. But when you&#8217;re not dealing with the dangers of road environment, you may be having to suffer hindrances by the Crazies and DuskLite. The Crazies are a flock of antiestablishment citizens who see themselves as trying to protect The City, while DuskLite want to enforce order, employed by corporations to bring stability in the absence of a police force. But both of them in pursuing their goals will use weapons against you.</p>
<p>The story mode is unique in that it features three different named protagonists, each with a different difficulty level assigned to them, and with the plot evolving differently based on which character you play. While this game introduced more new vehicle classes, its commercial performance was notably troubled. 2011 was the year of the Tohoku Earthquake in Japan, and this game&#8217;s release was cancelled in Japan altogether. The timing of the release also affected retail orders for the game across the world &#8211; the commercial performance was so troubling that it prompted Matt Southern of Evolution Studios to fear for the future of the company. However, Evolution would make one more <em>MotorStorm</em> title &#8211; <em>MotorStorm RC</em>, considered a spinoff for the franchise, centered around radio-controlled cars. It released early in 2012 for the Vita and PS3, and via digital distribution. Some the vehicle classes from previous games have been replaced with different class choices &#8211; and some vehicles have their class vehicle class changed altogether.</p>
<p>Uniquely, <em>RC</em> features four tracks from each of the four <em>MotorStorm</em> games that release prior, in addition to the ten that comprise the game and were added via DLC for a total of 26 tracks. RC forgoes the longstanding boost feature, and also uniquely introduces cross-platform play &#8211; a feature frequently in demand for online competitive gaming. However, this game would mark the last title in the <em>MotorStorm</em> series, following the DLC releases and a Complete Edition that was put online in December 2012 Speaking of DLC, with the exception of <em>3D Rift</em>, all games were supported by DLC, which included new modes, new tracks, and new vehicles depending on the game.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2010/06/Motorstorm_Apocalypse_1.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-9051" src="https://gamingbolt.com/wp-content/uploads/2010/06/Motorstorm_Apocalypse_1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2010/06/Motorstorm_Apocalypse_1.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2010/06/Motorstorm_Apocalypse_1-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The online racing servers are now shut down for the games. Evolution Studios is now defunct &#8211; following the last <em>MotorStorm</em> game, they would work on <em>DriveClub</em>, a game that released in 2014 to tepid reception despite some initial hype. About half of the studio&#8217;s employees would be let go in 2015, and in 2016, the name Evolution Studios would cease to exist completely, with the independent British studio Codemasters taking on many of the company&#8217;s employees.</p>
<p>Suffice it to say, were a new <em>MotorStorm</em> game to be released, it&#8217;s not clear who would be working on it. Sony still holds the IP, but since <em>MotorStorm RC</em>, they seem content to simply sit on it. It&#8217;s not as if the franchise doesn&#8217;t have something to offer, as a unique style of racer that easily stands out compared to racing games. Why do you think <em>MotorStorm</em> as a franchise is now dormant? Reportedly, it&#8217;s not just the poor timing of Apocalypse that hurt its sales, but the gameplay and game content provided issues for fans. What would it take for a new <em>MotorStorm</em> game to sell well &#8211; would a new <em>MotorStorm</em> just need to be more of the same that fans are used to? Should the next <em>MotorStorm</em> take place underwater, or in outer space? Let us know in the comments section below.</p>
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		<title>Former Sony Dev: Xbox One Scorpio And PS4 NEO Will Bring In Extra TCR And Scale-able Game Requirements</title>
		<link>https://gamingbolt.com/former-sony-dev-xbox-one-scorpio-and-ps4-neo-will-bring-in-extra-tcr-and-scale-able-game-requirements</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 27 May 2016 15:30:46 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Bigbig Studios]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps4 neo]]></category>
		<category><![CDATA[Xbox One]]></category>
		<category><![CDATA[xbox one scorpio]]></category>
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					<description><![CDATA[What challenges face those developing for multiple SKUs?]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-251784" src="https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4.jpg" alt="Xbox One PS4" width="620" height="357" srcset="https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4-300x173.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Kenny Linder, a former employee of shuttered Sony UK studio Bigbig, has spoken a bit about the challenges of developing for multiple Xbox One SKUs. <a href="https://gamingbolt.com/new-xbox-is-code-named-scorpio-will-have-more-powerful-gpu-and-support-4k-resolution">This comes off of Microsoft&#8217;s rumoured plans for multiple Xbox One SKUs</a>, with the 4K output touting Scorpio apparently out in 2017.</p>
<p>Speaking about developing for the new Xbox One and PS4 despite their similar architectures, Linder <a href="http://www.neogaf.com/forum/showthread.php?p=204630148&amp;highlight=#post204630148">said that</a> it was a bigger issue on the QA side. &#8220;Yep, that will be where the main issues will lie. Additional TCRs and testing requirements.&#8221; More testing is something that is expected for multiple SKUs but TCR (Technical Certification Requirement) may be a big issue for game developers. Given Sony&#8217;s possible stance on games that need to be shipped both on the base PS4 and NEO at the same time, getting games certified will take much longer than the usual process of getting certified for only a single SKU.</p>
<p>However Linder believes that upgradeable consoles isn&#8217;t necessarily bad. When some one pointed out that working on multiple SKUs of one console could be a terrible idea, Linder <a href="http://www.neogaf.com/forum/showthread.php?p=204627967&amp;highlight=#post204627967">noted that</a>, &#8220;It&#8217;s no different to working on PC or mobile.&#8221;</p>
<p>Linder also stated that mobile development is probably a better example for comparison, especially given the number of different &#8220;fixed&#8221; platforms for iPhone. &#8220;Android sucks because there are so many versions. iPhone is a better example as its multiple FIXED platforms. Developers will have to have scalable games, where I imagine (if they&#8217;re smart and sensible) they will build for base, then to extra little bits and pieces for the more powerful version,&#8221; Linder <a href="http://www.neogaf.com/forum/showthread.php?p=204628651&amp;highlight=#post204628651">said</a>.</p>
<p>It will be interesting to see how developers will adapt themselves to what is possibly a new era for console gaming. Iterative hardware is certainly an interesting initiative, unless and until developers push out unoptimized code for the base SKU.</p>
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		<title>PS4 OS Details Revealed by Former Sony Employee: Share Button Options, Notifications and Safe Zone</title>
		<link>https://gamingbolt.com/ps4-os-details-revealed-by-former-sony-employee-share-button-options-notifications-and-safe-zone</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 30 Oct 2013 13:58:30 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Bigbig Studios]]></category>
		<category><![CDATA[Dualshock 4]]></category>
		<category><![CDATA[notifications]]></category>
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		<guid isPermaLink="false">http://gamingbolt.com/?p=177093</guid>

					<description><![CDATA[You'll be able to do more with the Share button than just record video.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-170701" alt="ps4 amd" src="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd.jpg 620w, https://gamingbolt.com/wp-content/uploads/2013/08/ps4-amd-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a><br />
Kenny Linder, a former employee of shuttered Sony UK studio Bigbig, has revealed some new details about the PlayStation 4&#8217;s OS , namely about adjusting the safe zone, notifications and the extent of what the Share button can do.</p>
<p>Remember playing some games where you could adjust the size of the screen to better fit the game into the edges? That square is the safe zone and dictates how the game is fit into your display. You can now adjust it in the PS4&#8217;s OS itself, thus eliminating the need to individually match it for each game.</p>
<p>As for notifications, you can choose from different toggles for what notification you receive such as for Friends, Downloads Complete and much more. If you want to game in peace without any notifications, you can switch them off without issues. You also have the option to turn the OS music on and off.</p>
<p>The Share button has three key functions: the ability to take screenshots, calling up the menu and recording video. You&#8217;ll also have different options for how many taps do what. For example, a single press of the Share button could take a screenshot while double tapping it will start recording. You can adjust these around to have a single press bring up the menu and a long press to start recording depending on your preferences.</p>
<p>The PlayStation 4 will be launching on November 15th in North America and on November 29th in Europe. What are your thoughts on these additions to the OS? Let us know below.</p>
<p>Source: Neogaf <a href="http://www.neogaf.com/forum/showpost.php?p=88046567&amp;postcount=1223" target="_blank">1</a>, <a href="http://www.neogaf.com/forum/showthread.php?p=88047393&amp;highlight=#post88047393" target="_blank">2</a></p>
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