Why Volition’s Closure Stings So Much
Volition, 30 years after their founding, has closed. And not necessarily because of anything they did or didn’t do, but due to corporate interference: Embracer, their parent company—or the parent company of their parent company, they’ve weaved quite the tangled web over there in Sweden—closed them down on August 31, transferring their intellectual property over to Plaion in the process. For the people who just care about IP existing and perpetuating, who is making it might not matter all that much, but losing Volition hurts.
Even if you didn’t like their last couple of outings, this is a studio that developed some serious high-quality games over their decades in the industry, and they’re closing down in no small part because Embracer finally tallied up how much money they spent for all of those studio acquisitions the past few years. The number was much higher than the revenue of the Saints Row reboot, so, goodbye, Volition. A fitting end, in the sense that Volition’s games often carried much more than a subtle undertone of dislike for greedy, exploitative corporations and a class with wealth that made them incapable of treating the people who worked for them with any kind of dignity. And like the characters in those games, not the end that Volition deserved, either.
Volition was often ambitious. That carried through nearly their entire existence. Regardless of the genre they were tackling, their goals were obvious and lofty. These goals weren’t always reached, or at least weren’t reached in the same game they were first laid out in, but that they were apparent and serious effort was made toward realizing them made it easy to overlook whatever flaws their games did have. Sure, you could say Saints Row IV was stuck in some ways in the game design of the aughts despite releasing in 2013, but here’s the thing: it knew exactly what to do to make that design sing, and to be worth not just playing, but revisiting again and again.
Before they were even Volition, which didn’t officially come to exist until 1996, they were part of Parallax Software. Parallax would develop Descent and its first sequel, Descent 2, both published for MS-DOS and Mac by Interplay, which was also known for publishing the likes of the pre-Bethesda Fallout games. These were “six degrees of freedom” shooters utilizing a first-person perspective. Whereas something like DOOM didn’t allow you to look up or down and its targeting system was very much point and shoot at what’s in front of you regardless of height, Descent expected you to be exact with your aim, and to move your ship where it needed to be in order to target foes. Instead of simply strafing and running to and fro in straight lines, you could move along those six degrees of freedom, or 6DOF, to twist, to turn, to spin in place—you could essentially complete these levels while flying through them upside down, if you wanted to. And this was possible as it was the first FPS to truly be full 3D, rather than utilizing the clever (and convincing) tricks of id’s John Carmack and the many other devs who either aped his tech or licensed it for themselves.
To put it in a way you can visualize, the DOOM Engine didn’t allow for one room to be on top of another room, which is why, when you look at a map of a level from DOOM or DOOM II or something like Raven Software’s Heretic, the map is completely flat: go up some stairs, and you go up in the level, sure, but it’s all part of something the system all recognizes as 2D, but upright—which is why you could play DOOM entirely from the map, if you wanted to, since it all still makes sense from that perspective rather than as a first-person shooter. Descent, though, created labyrinths with its levels, with rooms on top of other rooms, and twisting paths that all came back around on each other while intersecting at varying heights. It wasn’t 2D masquerading as, again, a very convincing 3D, but actual, full 3D. And it, of course, inspired other devs to make similar games, such as Forsaken, or to at least attempt to utilize this kind of technology for their own ideas.
Descent (and its sequel) would also end up on the PlayStation, at a time when console first-person shooters were oftentimes an inferior version of the product you’d find on a computer. All Descent is truly lacking in its PlayStation port, though, is the same number of difficulty options as its computer predecessor: it’s an excellent port with its own impressive graphical touches, and it made the transition from keyboard to gamepad without incident.
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