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	<title>Evolution Studios &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>What Happened to DriveClub Developer Evolution Studios?</title>
		<link>https://gamingbolt.com/what-happened-to-driveclub-developer-evolution-studios</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Sun, 04 Sep 2022 10:50:36 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Evolution Studios]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=528058</guid>

					<description><![CDATA[This group of racing game developers has had quite an interesting trajectory. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he list of beloved video game development studios that have had long histories of success and acclaim coming to an abrupt end due to unfortunate closures is a long one. Sadly, more studios have been shuttered over the years than one can easily keep track of, a number of which fans think back fondly on for the many great games they made while they were still active.</p>
<p>One such developer was Evolution Studios, which was a name that, at one point, was something of a force to be reckoned with where the racing genre was concerned. Over the course of more than a decade, Evolution Studios put out a number of critically and commercially successful titles, and yet after just one stumble in the early years of the PS4, just like that, the studio was gone. So what exactly happened? How did Evolution Studios go from being a consistently successful team to one that parent company Sony no longer felt was a viable operation anymore?</p>
<p><iframe title="What Went Wrong With Evolution Studios?" width="500" height="281" src="https://www.youtube.com/embed/P_dMzw8ZdpI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Of course, Evolution had a long association with Sony- pretty much the studio&#8217;s entire existence, in fact, saw it being associated strongly with PlayStation. Not long after being founded in 1999, Evolution was quickly tapped up by Sony to develop officially licensed World Rally Championship games for the PS2, and the studio&#8217;s first title in the series was out as quickly as 2001, quickly being met with solid reviews and sales to match. From there, for a number of years, Evolution was focused exclusively on <em>WRC, </em>putting out a new instalment every year until 2005&#8217;s <em>WRC: Rally Evolved, </em>right up until the end of the PlayStation 2 era.</p>
<p>With the PS3 era, Evolution moved forward along with the rest of Sony, and after dropping the WRC license, decided to focus on something entirely of its own instead, in the process giving birth to the property that the studio would become most well-known for. In the early months of the PS3&#8217;s life, the console saw the launch of <em>MotorStorm, </em>a much more dynamic and lively racing experience that was praised as an early win for Sony&#8217;s new hardware.</p>
<p>The success of <em>MotorStorm </em>spawned a number of sequels, with <em>MotorStorm: Pacific Rift </em>and <em>MotorStorm: Apocalypse </em>launching for the PS3 in 2008 and 2011 respectively, with each game placing an increasing emphasis on the series&#8217; more bombastic and explosive tendencies. That was a direction that suited most fans very well, but by 2012, when <em>MotorStorm RC </em>released for PS3 and PS Vita, it felt like the series was beginning to run out of Steam.</p>
<p>Either way, Evolution Studios certainly seemed to feel that way, because the development team had put <em>MotorStorm </em>on the backburner and moved on to something that they had apparently been waiting to make for a decade, and now finally had the technology to properly realize the vision for. That game went on to become known as <em>DriveClub, </em>and that game was the last game Evolution Studios ever developed.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2011/03/MOTORSTORM-APOCALYPSE-HD-WALLPAPER-SONY.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-25262" src="https://gamingbolt.com/wp-content/uploads/2011/03/MOTORSTORM-APOCALYPSE-HD-WALLPAPER-SONY.jpg" alt="" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2011/03/MOTORSTORM-APOCALYPSE-HD-WALLPAPER-SONY.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2011/03/MOTORSTORM-APOCALYPSE-HD-WALLPAPER-SONY-300x168.jpg 300w, https://gamingbolt.com/wp-content/uploads/2011/03/MOTORSTORM-APOCALYPSE-HD-WALLPAPER-SONY-1024x576.jpg 1024w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p>Expectations were high for <em>DriveClub, </em>with Sony and Evolution making big promises for the racing title, hyping up things such as its visual fidelity and the emphasis the experience placed on social features and playing within a connected community. To meet those expectations, <em>DriveClub </em>was delayed a number of times- but of course, that only increased the anticipation surrounding the game&#8217;s launch. When it <em>did </em>launch, sadly, in spite of its fair share of strengths and merits, <em>DriveClub </em>just couldn&#8217;t touch the lofty heights that many had hoped it would.</p>
<p>Clearly, Sony wasn&#8217;t particularly happy about how things had turned out for the racing title, because within months of its release, the company confirmed that it had laid off over 50 Evolution staff members, which, at the time, was roughly half of the studio&#8217;s entire workforce. The reason Sony presented for this drastic reduction was wanting to streamline Evolution so that the developer could focus on keeping <em>DriveClub </em>going as a live service title.</p>
<p>That, of course, didn&#8217;t work out either. <em>DriveClub </em>did receive updates and patches and what have you following its release, but things just never picked up for the game the way Sony and Evolution needed them to. In October 2016, Sony&#8217;s announcement that Evolution Studios didn&#8217;t come as a massive shock, because there had been plenty of signs pointing to that possibility over the previous couple of years- but it sure was a blow to many. After a string of consistently solid and successful games over the course of about a decade, Evolution had suddenly succumbed to the failure of just one game.</p>
<p>What&#8217;s interesting about the studio&#8217;s trajectory, however, is that that team has continued to face ups and downs even after the closure of Evolution. Not long after Sony shut the studio down, several of its members partnered with Codemasters and set up a new studio in Cheshire, known as Codemasters Evo (though eventually they were renamed to simply Codemasters Cheshire). Their first project was <em>Onrush, </em>an arcade vehicular combat game- but it proved to be another hurdle for the team.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1.jpg"><img decoding="async" class="aligncenter wp-image-244260" src="https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1.jpg" alt="" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1-1024x576.jpg 1024w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p><em>Onrush </em>had a great idea at its core, and it had some things going for it, but ultimately, it failed to make much of an impact on either a critical or commercial front. Once again, Codemasters Cheshire faced layoffs- though this time, at least, the studio wasn&#8217;t shut down&#8230; even though Codemasters Cheshire doesn&#8217;t exist anymore. Earlier this year, EA announced that the studio would be used as a support team for <em>Need for Speed </em>games going forward. Less than a month later, the company officially merged Codemasters Cheshire into Criterion Games, the developer in charge of <em>Need for Speed. </em></p>
<p>Whether or not there&#8217;s much of an overlap between the former Codemasters Cheshire that is now a portion of Criterion and the Evolution Studios team that gave us <em>WRC </em>on PS2 or <em>MotorStorm </em>on PS3 or even <em>DriveClub </em>on PS4 is anyone&#8217;s guess, but given all the chopping and changing that that team has seen over the years, the smart bet would be on no. Of course, if some of that talent <em>is </em>still there, then that can only mean good things for <em>Need for Speed. </em>After all, Criterion has had its own fair share of turbulence over the last decade or so, which means that studio isn&#8217;t exactly what it used to be when it was on top of the racing genre either. To have the support of a team that is also well versed in the racing genre should hopefully lead to good things.</p>
<p>Either way, there&#8217;s no denying that what happened with Evolution Studios was, to put it mildly, a massive bummer. More than a few times, the developer proved that it was capable of delivering solid racing titles, and it did so with games that were often very different from each other, and offered things that not a lot of their peers did. To see that team get gutted over and over has certainly not been easy to witness for fans of racing games.</p>
<p><em>Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.</em></p>
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		<title>DriveClub Director Will Announce New Game This Year</title>
		<link>https://gamingbolt.com/driveclub-director-will-announce-new-game-this-year</link>
					<comments>https://gamingbolt.com/driveclub-director-will-announce-new-game-this-year#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 03 Jan 2022 14:11:47 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Avalanche Studios Group]]></category>
		<category><![CDATA[DriveClub]]></category>
		<category><![CDATA[Evolution Studios]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=504014</guid>

					<description><![CDATA[Paul Rustchynsky says the new project is "very different to anything I've worked on before" and that another new IP is in the works at Avalanche.]]></description>
										<content:encoded><![CDATA[<p>Though Evolution Studios is no more, former <a href="https://gamingbolt.com/what-the-hell-happened-to-ps4-exclusive-driveclub"><em>DriveClub</em></a> and <a href="https://gamingbolt.com/onrush-review"><em>Onrush</em></a> director Paul Rustchynsky has been busy. As part of Avalanche Studios Group, he opened a new studio in Liverpool last year and is planning to announce their next game in 2022. Interestingly, Rustchynsky added that the studio was working on &#8220;another new IP&#8221; that was yet to be announced with &#8220;more projects being worked on at Avalanche than most people would expect!&#8221;</p>
<p><em>DriveClub, MotorStorm</em> and <em>Onrush</em> fans should temper their expectations though &#8211; Rustchynsky confirmed in a recent tweet that he&#8217;s not working on a racing game. &#8220;So sorry, no <em>DriveClub</em> sequel, <em>MotorStorm</em> successor or <em>Onrush</em> offshoot.&#8221; Furthermore, the new project is something &#8220;very different to anything I&#8217;ve worked on before.&#8221; Your guess is as good as ours as to what it could be.</p>
<p>Avalanche Studios Group is also busy working on <a href="https://gamingbolt.com/contraband-announced-co-op-title-developed-by-avalanche-studios-for-xbox-series-x-s-pc"><em>Contraband</em></a>, an open world co-op title published by Xbox Game Studios exclusively for Xbox Series X/S and PC. It currently <a href="https://gamingbolt.com/contraband-has-over-150-people-working-on-it">has more than 150 people working on it</a>, though a release window has yet to be confirmed. Stay tuned for more details on that and Rustchynsky&#8217;s new project in the coming months (perhaps even at E3 2022).</p>
<p>https://twitter.com/Rushy33/status/1477308258306203648</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">We&#39;re working on another new IP that&#39;s yet to be announced. There are more projects being worked on at Avalanche than most people would expect!</p>
<p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/1477317440514236416?ref_src=twsrc%5Etfw">January 1, 2022</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">To set some expectations, I&#39;m not working on a racing game.</p>
<p>So sorry, no DRIVECLUB sequel, MotorStorm successor or ONRUSH offshoot.</p>
<p>This is something very different to anything I&#39;ve worked on before. <a href="https://t.co/uHvZ6DHkI3">https://t.co/uHvZ6DHkI3</a></p>
<p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/1477606903526174723?ref_src=twsrc%5Etfw">January 2, 2022</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
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		<title>DriveClub Was an Underrated Gem, and Needs to be Patched for the PS5</title>
		<link>https://gamingbolt.com/driveclub-was-an-underrated-gem-and-needs-to-be-patched-for-the-ps5</link>
					<comments>https://gamingbolt.com/driveclub-was-an-underrated-gem-and-needs-to-be-patched-for-the-ps5#respond</comments>
		
		<dc:creator><![CDATA[Arjun Krishna Lal]]></dc:creator>
		<pubDate>Fri, 05 Mar 2021 09:50:38 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Graphics Analysis]]></category>
		<category><![CDATA[DriveClub]]></category>
		<category><![CDATA[Evolution Studios]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=472088</guid>

					<description><![CDATA[Still one of the best-looking PS4 games to date, this racer could really shine on the PS5.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">R</span>acing games have always been the industry standard to showcase and push the limits of next-gen hardware owing to the fact that only certain sections need to be rendered at a particular time, unlike open-world games. Recently though there has been a trend of open-world racing games trying to blend the traditional and the new, but<em> DriveClub </em>was that one game that stuck to the traditional arcade racing style and showcased the beauty that was capable on a PS4 hardware.</p>
<p>Released back in 2014 after multiple delays, <em>DriveClub</em> was unfortunately the victim of a terrible launch with server issues and public disinterest due to competing titles. As it stands, <em>DriveClub’s</em> online servers have officially been shut down in March 2020 and the studio behind it, Evolution, dissolved. Looking back at the game though, it is undoubtedly one of the best looking racing games of the eighth gen of consoles.</p>
<p style="text-align: center;"><strong>Engine Overview</strong></p>
<p><iframe loading="lazy" title="DriveClub – An 8th Gen Wonder That Needs To Be Patched For PS5 | Frame Rate Test" width="500" height="281" src="https://www.youtube.com/embed/KV1ls_1FS6w?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>A lot of this had to do with the way the developers approached the Engine, aptly named <em>DriveClub</em> Engine. This engine was built specifically with the game in mind and was hoped to sustain games throughout the PS4 life cycle, though unfortunately the studio was of course shut down eventually.</p>
<p>The engine was built around making everything as dynamic as possible with minimal “baked” effects involved. The incredible dynamic weather and time-of-day effects were courtesy fully volumetric cloud systems and a mixture of rendering systems. Featuring deferred rendering, tile-based rendering and forward rendering being utilised simultaneously to create this physically based rendering pipeline, each surface could be meticulously given reflectivity and gloss properties in real-time, allowing for some incredible material-based reflections. Particles were rendered in real-time as well allowing for the best looking rain and snow effects seen in a video game to date, with individual droplets reflecting lights, reacting to the dynamic environmental wind system and even streaking across the windshield based on the momentum of the vehicle. Roads would accumulate puddles dynamically based on the amount of rain and temperature while surfaces as far as the mountain top to the asphalt would reflect light based on the level of wetness, possible due to that physically based rendering pipeline.</p>
<p>Even the vehicles themselves were created with accurate CAD models from the manufacturers themselves when possible and coated with multiple physical layers ranging from metal to paint and gloss. Collisions would then be calculated based on the impact angles and each layer would be deformed in real time as needed, from simple paint chips to bent metal, which would then reflect light and react to water independently. Detailed screen space reflections and shadows would be taken into account for all these surfaces, with dirt on the windshield diffusing the sunlight, after the volumetric clouds had diffused it, while headlights would actually contain light sources refracted by the plastic and glass casings. Even the thin film interference effects forming a rainbow on the glass would be rendered in real-time. All of this was then refreshed at a stable 30 FPS, while having extremely low controller latency even after performing the physics calculations needed for handling a vehicle, such as the car and tyre frictions.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-244260" src="https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1.jpg" alt="" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/09/driveclub-1-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Even the anti-aliasing was given multiple layers, utilising a mixture of pixel-based system, temporal-based, FXAA and material-based systems. On top of it was another layer for rectifying any other jagged edges in sight. Other post processing effects such as depth of field, motion blur and bloom were implemented atop this rendered image to create the illusion of high speed. Even the LOD streaming was spot on for all the surfaces in view, with rare texture pop-ins in the distance.</p>
<p>Clearly, this game and its engine were way ahead of it’s time. To this day, <em>DriveClub</em> looks incredible and the only limitation would be the 1080 30FPS cap, lack of ray tracing, occasional texture pop-ins or jagged edges and the texture resolutions.</p>
<p style="text-align: center;"><strong>What A Potential PS5 Patch Could Do</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/01/04tgXCw.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-219936" src="https://gamingbolt.com/wp-content/uploads/2015/01/04tgXCw.jpg" alt="driveclub ps4" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/01/04tgXCw.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/01/04tgXCw-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/01/04tgXCw-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Over on the PS4 Pro, it was never patched with higher resolution textures. The former director did confirm it will never receive any updates, although it was technically possible, but we believe the potential for it to shine on the next gen systems is stellar.</p>
<p>With the PS5 sporting an SSD, higher resolution textures could be loaded in at incredible speeds eliminating any pop ups seen in the field of view. Everything from the particles to the environmental density could be further scaled up to make the already realistic looking game more grounded. The additional VRAM overhead could be utilised to further add post-processing effects to remove the very rare aliasing present on surfaces, or the lack of details in textures further than a few meters from the camera.</p>
<p>All of this could be neatly bundled into a 60 FPS experience which would make driving the cars feel even more exhilarating and attention-gripping. Slap on some raytracing instead of the screen-space reflections, and the already incredible dynamic lighting system would be unbeatable in the even in the current market. The DualShock 5 controller which also features haptic feedback and rumble would be the cherry on the cake with each button having different levels of force needed such as the brakes or the clutch, and the rumble of every different texture the car could drive through reflected accurately in the DualShock rumble motors.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2015/01/19-RlGLSHU.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-219854" src="https://gamingbolt.com/wp-content/uploads/2015/01/19-RlGLSHU.jpg" alt="DriveClub ps4" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/01/19-RlGLSHU.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/01/19-RlGLSHU-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/01/19-RlGLSHU-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The game engine and game holds promise to be scaled up into the next-gen hardware and though Sony has a slate of games ready for arrival on next-gen showcase, <em>Gran Turismo 7 </em>by Polyphony Digital among them, <em>DriveClub</em> would serve to further showcase the beauty of next-gen scaling.</p>
<p>Hopefully there are similar thoughts thrown around at the Sony HQ and somebody is given hold of the IP to patch it into the 9<sup>th</sup> generation of console, because it sure as heck deserves it.</p>
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		<title>What Happened To PlayStation Exclusive MotorStorm?</title>
		<link>https://gamingbolt.com/what-happened-to-playstation-exclusive-motorstorm</link>
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		<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>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[PS2]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[psp]]></category>
		<category><![CDATA[sony]]></category>
		<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 loading="lazy" 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="auto, (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 loading="lazy" 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="auto, (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 loading="lazy" 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="auto, (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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		<post-id xmlns="com-wordpress:feed-additions:1">415972</post-id>	</item>
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		<title>Driveclub&#8217;s Upcoming Delisting is Due to Licensing Reasons &#8211; Former Director</title>
		<link>https://gamingbolt.com/driveclubs-upcoming-delisting-is-due-to-licensing-reasons-former-director</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 01 Apr 2019 13:26:32 +0000</pubDate>
				<category><![CDATA[News]]></category>
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					<description><![CDATA[Paul Rustchynsky also adds that closure of servers is "just a business decision".]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2015/01/18-O8p3q2W.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-219853" src="https://gamingbolt.com/wp-content/uploads/2015/01/18-O8p3q2W.jpg" alt="DriveClub ps4" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/01/18-O8p3q2W.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/01/18-O8p3q2W-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/01/18-O8p3q2W-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Sony revealed recently that <em>Driveclub</em>, the Evolution Studios-developed racing simulator, <a href="https://gamingbolt.com/driveclub-will-be-delisted-from-playstation-store-on-august-31st">would be delisted from the PlayStation Store</a> later this year. This included the base game, <em>Driveclub VR,</em> and <em>Driveclub Bikes,</em> but the company also confirmed that servers would also be shut down in March 2020. As per former director Paul Rustchynsky on Twitter, this is fairly standard for most racing games in the industry.</p>
<p>Rustchynsky, who directed <a href="https://gamingbolt.com/onrush-review"><em>Onrush</em></a> at Codemasters before <a href="https://gamingbolt.com/former-onrush-driveclub-director-joins-slightly-mad-studios">joining Slightly Mad Studios</a>, revealed on Twitter, &#8220;To be clear the game, like most racing games, it is being delisted for licensing reasons. It&#8217;s standard practice across the industry for ~5yr deals, so buy it before it&#8217;s gone forever.&#8221;</p>
<p>It also may not be entirely easy to extend the licensing due to cost. &#8220;Deals will vary game to game and with different manufacturers. It is possible to get longer deals or extend them, but the cost of licensing cars shouldn&#8217;t be underestimated,&#8221; said Rustchynsky.</p>
<p>What about the closure of servers though, something which falls squarely on Sony&#8217;s shoulders? Rustchynsky said that servers are a &#8220;different matter&#8221; and that &#8220;The sale of the item is what gets restricted after the agreed terms expire. Servers will just be a business decision.‏&#8221;</p>
<p>While it is a shame, Sony could be seeing more success from Polyphony Digital&#8217;s <em><a href="https://gamingbolt.com/gran-turismo-sport-has-over-7-million-players">Gran Turismo Sport</a> </em>and diminishing returns from <em>Driveclub</em>. Whatever the case may be, you have until August 31st, 2019 to pick up <em>Driveclub</em> from the PlayStation Store.</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">To be clear the game, like most racing games, it is being delisted for licensing reasons. It&#39;s standard practice across the industry for ~5yr deals, so buy it before it&#39;s gone forever.</p>
<p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/1112294854539788288?ref_src=twsrc%5Etfw">March 31, 2019</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">Deals will vary game to game and with different manufacturers. It is possible to get longer deals or extend them, but the cost of licensing cars shouldn&#39;t be underestimated.</p>
<p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/1112343775970496514?ref_src=twsrc%5Etfw">March 31, 2019</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">Well the servers are a different matter, the sale of the item is what gets restricted after the agreed terms expire.  Servers will just be a business decision.</p>
<p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/1112342504421117955?ref_src=twsrc%5Etfw">March 31, 2019</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">392502</post-id>	</item>
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		<title>Driveclub Will Be Delisted From PlayStation Store on August 31st</title>
		<link>https://gamingbolt.com/driveclub-will-be-delisted-from-playstation-store-on-august-31st</link>
					<comments>https://gamingbolt.com/driveclub-will-be-delisted-from-playstation-store-on-august-31st#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sun, 31 Mar 2019 03:51:34 +0000</pubDate>
				<category><![CDATA[News]]></category>
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					<description><![CDATA[Servers for the game, its VR version, and Driveclub Bikes will shut down in 2020.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2015/01/rekyv.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-219935" src="https://gamingbolt.com/wp-content/uploads/2015/01/rekyv.jpg" alt="driveclub ps4" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/01/rekyv.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/01/rekyv-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/01/rekyv-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Sony has announced that <a href="https://gamingbolt.com/ps4s-best-racing-game-driveclub-receives-its-final-update"><em>Driveclub</em></a>, Evolution Studios&#8217; racing sim that released in 2014, will be delisted from the PlayStation Store on August 31st, 2019. This will apply to the base game, <a href="https://gamingbolt.com/driveclub-vr-will-be-available-as-a-20-upgrade-to-existing-season-pass-owners"><em>Driveclub VR</em></a>, and <em>Driveclub Bikes</em>. Furthermore, servers for these titles will be shut down on March 31st, 2020.</p>
<p>As Sony states <a href="https://www.playstation.com/en-gb/legal/gameservers/" target="_blank" rel="noopener noreferrer">here</a>, online features like creating your own events, competing in leaderboards, representing your club, engaging in multiplayer (which includes events), and challenges will be unavailable. The season pass also can&#8217;t be used online. That being said, all single-player and offline modes are playable, which extends to season pass content.</p>
<p>Again though, if you want to pick up any of the games along with their DLC and season passes, you have until August 31st, 2019 to do so. In other news, Sony also announced that online services for <em>StarBlood Arena</em> would be disabled on July 25th, 2019. Given the game&#8217;s online focus, that means it will be unplayable after that.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">392255</post-id>	</item>
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		<title>Farpoint Is The Highest Selling PlayStation VR Game in the US</title>
		<link>https://gamingbolt.com/farpoint-is-the-highest-selling-playstation-vr-game-in-the-us</link>
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		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Tue, 02 Oct 2018 23:03:43 +0000</pubDate>
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					<description><![CDATA[There’s some good surprises on this list, that’s for sure. ]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2014/03/Project-Morpheus_Sony-VR.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-190289" src="https://gamingbolt.com/wp-content/uploads/2014/03/Project-Morpheus_Sony-VR.jpg" alt="Project Morpheus" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2014/03/Project-Morpheus_Sony-VR.jpg 620w, https://gamingbolt.com/wp-content/uploads/2014/03/Project-Morpheus_Sony-VR-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>With Sony’s <a href="https://gamingbolt.com/playstation-vr-has-sold-more-than-3-million-units-skyrim-vr-is-the-most-played-ps-vr-title">PlayStation VR finally beginning to catch on</a>, and establishing itself as a long term platform for the burgeoning medium, it seems like the NPD Group has decided to shed some light on exactly what games people are playing on it once they buy it. While major AAA support for VR is still a bit wanting, there’s a lot of great titles available now— and that is reflected in the list of the top five bestselling PSVR games in the US, according to NPD Group analyst Mat Piscatella, which is a pretty diverse group.</p>
<p>You’ll be surprised to know that the top selling game is not <i>Skyrim</i>, but rather, <i>Farpoint</i>; <i>Worlds VR</i> is number two, followed by <i>Batman: Arkham VR</i>. <i>Skyrim</i> comes in at number 4, with <i>DriveClub VR</i> taking fifth place.</p>
<p>Now, there’s some interesting points to note here, so let’s go through them. “Where’s <i>Resident Evil 7</i>?” is one, so let’s make it very clear that the NPD Group is <i>only</i> counting “PSVR required” games here, which means that <i>Resident Evil 7</i>, which includes full VR on board with the standard PS4 version, doesn’t count here.</p>
<p>Why is <i>Skyrim</i> so low? There’s multiple reasons: one, <i>Skyrim</i> does not have its digital sales counted, unlike the other games, because Bethesda does not share digital sales data with the NPD Group. Secondly, <i>Skyrim</i> is one of the few full priced PSVR games on the market— most other games can be had for less than $60. It’s not unreasonable to suppose many would-be buyers go with a handful of cheaper games rather than one expensive one.</p>
<p>So, there you have it. I wonder what this list will look like a year from now&#8230;</p>
<p><a href="https://twitter.com/matpiscatella/status/1047147289532219397?s=21">https://twitter.com/matpiscatella/status/1047147289532219397?s=21</a></p>
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		<title>Former Onrush, Driveclub Director Joins Slightly Mad Studios</title>
		<link>https://gamingbolt.com/former-onrush-driveclub-director-joins-slightly-mad-studios</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 28 Aug 2018 11:09:02 +0000</pubDate>
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		<category><![CDATA[Slightly Mad Studios]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=357472</guid>

					<description><![CDATA[Paul Rustchynsky is directing a new project that he "can't wait" to share more about.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2015/01/18-O8p3q2W.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-219853" src="https://gamingbolt.com/wp-content/uploads/2015/01/18-O8p3q2W.jpg" alt="DriveClub ps4" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2015/01/18-O8p3q2W.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2015/01/18-O8p3q2W-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2015/01/18-O8p3q2W-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>Paul Rustchynsky recently announced on Twitter that he&#8217;s joined Slightly Mad Studios as game director for a new project. He said that he &#8220;can&#8217;t wait to share more&#8221; on what&#8217;s to come. Slightly Mad Studios is better known for its work on the <a href="https://gamingbolt.com/project-cars-2-review"><em>Project CARS</em></a> series.</p>
<p>Rustchynsky has had a rather tough time in the past few years. He rose to prominence as the director of <em>Driveclub</em> at Evolution Studios and despite the multitude of problems its launch had, the development team turned it into a <a href="https://gamingbolt.com/ps4s-best-racing-game-driveclub-receives-its-final-update">worthwhile experience</a>. After Evolution was <a href="https://gamingbolt.com/driveclub-developer-shut-down-by-sony">shuttered</a>, Rustchynsky <a href="https://gamingbolt.com/driveclub-developer-now-owned-by-codemasters-working-on-new-ip">joined Codemasters</a> along with other former team members to work on <em>Onrush</em>.</p>
<p>Despite some decent critical reception, <em>Onrush</em> <a href="https://gamingbolt.com/onrush-developer-faces-significant-layoffs-following-games-disappointing-sales-report">didn&#8217;t</a> set sales charts on fire. Multiple team members including Rustchynsky were laid off and the development team is reportedly now working to support the main Codemasters studio. Regardless, we&#8217;re interested to see what Rustchynsky has been working on and how Slightly Mad Studios will utilize his experience.</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">Today is the beginning of my new adventure at Slightly Mad Studios!</p>
<p>I&#39;ll be joining as Game Director on a project &amp; I can&#39;t wait to share more about what&#39;s to come 🙂<a href="https://twitter.com/hashtag/NewJob?src=hash&amp;ref_src=twsrc%5Etfw">#NewJob</a> <a href="https://twitter.com/hashtag/FirstDay?src=hash&amp;ref_src=twsrc%5Etfw">#FirstDay</a> @slightlymadteam <a href="https://t.co/mAajfGrOJT">https://t.co/mAajfGrOJT</a> <a href="https://t.co/LFTT5up9NH">pic.twitter.com/LFTT5up9NH</a></p>
<p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/1034347743626649600?ref_src=twsrc%5Etfw">August 28, 2018</a></p></blockquote>
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		<title>Onrush Developer Faces Significant Layoffs Following Game&#8217;s Disappointing Sales- Report</title>
		<link>https://gamingbolt.com/onrush-developer-faces-significant-layoffs-following-games-disappointing-sales-report</link>
					<comments>https://gamingbolt.com/onrush-developer-faces-significant-layoffs-following-games-disappointing-sales-report#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 23 Jul 2018 15:33:20 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[codemasters]]></category>
		<category><![CDATA[DriveClub]]></category>
		<category><![CDATA[Evolution Studios]]></category>
		<category><![CDATA[onrush]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=349225</guid>

					<description><![CDATA[Apparently the game's director has been let go as well.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/05/Onrush_03.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-338297" src="https://gamingbolt.com/wp-content/uploads/2018/05/Onrush_03.jpg" alt="Onrush_03" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/05/Onrush_03.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2018/05/Onrush_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/05/Onrush_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/05/Onrush_03-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>The <em>Onrush </em>development team is having a rough time. Previously known as Evolution Studios, the developers of games such as <em>DriveClub </em>and <em>MotorStorm </em>were axed by Sony a couple years back, but after they were brought on by Codemasters, they may have been hoping for better luck in the future. Unfortunately, as per a new report on <a href="https://www.eurogamer.net/articles/2018-07-23-layoffs-onrush-developer-evolution-driveclub-director-rushy-let-go" target="_blank" rel="noopener">Eurogamer</a>, that doesn&#8217;t seem to be how things are going.</p>
<p>The Cheshire-based developer has been faced with significant layoffs, and several lead creatives and members of the senior staff have been let go (though according to the report, some junior staff has also been affected). Notably, Paul Rustchynsky, who was the director of both, <em>DriveClub </em>and <em>Onrush</em>, is among those to have been axed.</p>
<p>&#8220;Multiple sources&#8221; and members of the staff themselves (who have remained anonymous) have confirmed this to Eurogamer. As you may have guessed, the reason for these layoffs is the fact that the game just didn&#8217;t perform nearly as well as Codemasters had been hoping it would. The report mentions that the game only sold about a thousand physical copies in the UK within the first week of its launch, and simply failed to figure on those charts in subsequent weeks.</p>
<p>The sources for the report have described the laying offs as a &#8220;decapitation&#8221; of the studio, with many of those who were not axed having had to re-interview for their positions. It&#8217;s looking like the studio will now be limited to either working in a support role for other Codemasters projects, or will be working on &#8220;less risky&#8221; projects. It also seems like there have been problems of communication between the <em>Onrush </em>team and the larger entity of Codemasters that have been present for some time.</p>
<p>It&#8217;s a shame that this is happening. <em>Onrush </em><a href="https://gamingbolt.com/onrush-review">may have had some issues</a>, but it has to be lauded for trying some stuff that was completely new and fresh, and the fact that it failed to perform well commercially has to be a disappointment for those that were attached to the project.</p>
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		<title>DriveClub Dev Excited About Xbox Scorpio, DriveClub VR Not Utilizing Full Power of PS4 Pro</title>
		<link>https://gamingbolt.com/driveclub-dev-excited-about-xbox-scorpio-driveclub-vr-not-utilizing-full-power-of-ps4-pro</link>
					<comments>https://gamingbolt.com/driveclub-dev-excited-about-xbox-scorpio-driveclub-vr-not-utilizing-full-power-of-ps4-pro#comments</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Tue, 27 Sep 2016 16:33:36 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[DriveClub]]></category>
		<category><![CDATA[driveclub vr]]></category>
		<category><![CDATA[Evolution Studios]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[ps4 pro]]></category>
		<category><![CDATA[psvr]]></category>
		<category><![CDATA[xbox one scorpio]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=278467</guid>

					<description><![CDATA[As well as some final updates on DriveClub VR.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-269048" src="https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio.jpg" alt="xbox one scorpio" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio.jpg 1200w, https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2016/06/xbox-one-scorpio-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>New hardware launches are always exciting for everyone in the industry- regardless of where they draw the line in the sand as brand allegiances go. And with so many new hardware launches coming up &#8211; the PS4 Pro, the PSVR, the Nintendo NX, and of course, Microsoft&#8217;s Xbox One Scorpio &#8211; it&#8217;s an exciting time for everyone in the industry at large.</p>
<p>One of the people excited about the Xbox One Scorpio in particular is Paul Rustchynsky, who used to work on <em>DriveClub</em> with Evolution Studios, before Sony shut down the entire outfit. Speaking on Twitter, Rustchynsky noted that he is excited about the upcoming console, and particularly about what he might be able to do with the hardware. Continuing to speak in Microsoft&#8217;s favor, Rustchynsky also said that the recent case of <em>Forza Horizon</em> nearing &#8216;end of life status&#8217; was an unavoidable  outcome of timed licensing deals, and that this was the kind of thing that all racing games had to deal with.</p>
<p>Elsewhere, Rustchynsky also shared some details about the upcoming <em>DriveClub VR</em> &#8211; likely to be the last batch of information he gets to share on the game before moving on from it. He shared, for instance, that even though the full power of the PS4 Pro had not been harnessed with <em>DriveClub VR</em>, there would still be some additional details if a player chose to play the game on the Pro. <em>DriveClub VR</em> also supports the DualShock 4&#8217;s motion controls, Rustchynsky confirmed. He also stated that <em>DriveClub</em> would not be getting any further updates beyond the urban tracks, and that these new tracks will be added to <em>DriveClub</em> in a free update.</p>
<p><em>DriveClub VR</em> is due out later this year. Given that Evolution Studios is now shut down, it is likely to be the final <em>DriveClub</em> product. Xbox One Scorpio, meanwhile, is due out next Holiday season.</p>
<p><blockquote class="twitter-tweet" data-lang="en"><p lang="en" dir="ltr"><a href="https://twitter.com/jordan3802">@jordan3802</a> Obviously, that&#39;s entire point of the console. I&#39;m excited to see what we can do with the hardware.</p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/780662583992942593">September 27, 2016</a></blockquote>
<script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script>
<blockquote class="twitter-tweet" data-lang="en"><p lang="en" dir="ltr"><a href="https://twitter.com/tfutter87">@tfutter87</a> We haven&#39;t harnessed the full power of the PS4 Pro, but there will be a few more visual details enabled.</p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/780421653012570112">September 26, 2016</a></blockquote>
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<blockquote class="twitter-tweet" data-lang="en"><p lang="en" dir="ltr"><a href="https://twitter.com/jhow_nicolas17">@jhow_nicolas17</a> We&#39;re no longer developing DC - we no longer work for Sony. There are no plans for future updates beyond the urban tracks.</p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/780420892581134337">September 26, 2016</a></blockquote>
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<blockquote class="twitter-tweet" data-lang="en"><p lang="en" dir="ltr"><a href="https://twitter.com/roccodat">@roccodat</a> The new tracks will be added in a free update.</p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/780420367559102464">September 26, 2016</a></blockquote>
<script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script>
<blockquote class="twitter-tweet" data-lang="en"><p lang="en" dir="ltr"><a href="https://twitter.com/ProjectsGames">@ProjectsGames</a> It has motion controls just like the original DC.</p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/780662742566989824">September 27, 2016</a></blockquote>
<script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script>
<blockquote class="twitter-tweet" data-lang="en"><p lang="en" dir="ltr"><a href="https://twitter.com/AaronOppedyk">@AaronOppedyk</a> Vehicle manufacturers typically license their vehicles for a fixed period of time. After which you can no longer sell the game</p>&mdash; Paul Rustchynsky (@Rushy33) <a href="https://twitter.com/Rushy33/status/780421399353712640">September 26, 2016</a></blockquote>
<script async src="//platform.twitter.com/widgets.js" charset="utf-8"></script></p>
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