Deep Silver Volition, LLC(formerlyParallax Software CorporationandVolition, Inc.) was an Americanvideo game developerbased inChampaign, Illinois.Mike Kulas and Matt Toschlog founded the company as Parallax Software in June 1993, developingDescentandDescent II.By the time the sequel was completed, Toschlog had relocated toAnn Arbor, Michigan,with some employees to operate a satellite studio for Parallax. Kulas and Toschlog decided to split up the company, with Toschlog establishingOutrage Entertainmentand Kulas staying with Parallax, which was renamed Volition in November 1996. With publisherInterplay Entertainment,Volition createdDescent: FreeSpace – The Great Warand its sequel,FreeSpace 2.The two companies parted ways during the development ofSummoner.

Deep Silver Volition, LLC
Formerly
  • Parallax Software Corporation (1993–1996)
  • Volition, Inc. (1996–2013)
Company typeSubsidiary
IndustryVideo games
FoundedJune 14, 1993;31 years ago(1993-06-14)
Founders
  • Mike Kulas
  • Matt Toschlog
DefunctAugust 31, 2023;14 months ago(2023-08-31)
SuccessorShapeshifter Games
Headquarters,
US
Key people
Products
Number of employees
236[2](2021)
Parent
Websitevolitiongames.com

Volition found a new publisher inTHQ,which acquired the studio in August 2000 and released the game shortly thereafter. Under THQ, Volition created theRed FactionandSaints Rowseries, developing four entries in each series. During the development ofSaints Row IV,THQ filed forbankruptcyin December 2012. In the subsequent proceedings, Volition and theSaints Rowintellectual property(IP) were sold toKoch Media(now Plaion) and became part of the company'sDeep Silverlabel. Meanwhile,Nordic Gamesacquired other THQ assets, includingSummonerandRed Faction.Volition reconnected with these IPs when Koch Media was acquired by Nordic Games' parent company (later known asEmbracer Group) in February 2018. The studio developed two less successful games with 2017'sAgents of Mayhemand the 2022Saints Rowreboot.The studio was transferred from Deep Silver toGearbox Entertainmentin November 2022, and later, on August 31, 2023, as part of a larger restructuring within the Embracer Group, Volition was shut down, with Volition's intellectual property moved toPlaion.

History

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Parallax Software andDescent(1993–1996)

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Parallax Software logo (1993–1996)

Parallax Software was founded on June 14, 1993, by Mike Kulas and Matt Toschlog.[3][4]The company was incorporated under the name Parallax Software Corporation.[5]Both founders wereprogrammerswho had previously worked together onCar and Driver.[3]This led them to consider launching their own game development company, knowing that, should they fail, they would have to return to working for other's companies.[3]To reach a lower cost-of-living, Toschlog moved fromBostontoChampaign, Illinois,where Kulas resided, and the two launched Parallax Software.[3]Early on, they hired programmers John Slagel and Che-Yuan Wang, of which Wang also worked on level design.[3]The team developed a rough concept for a game calledInferno,which they pitched toApogee Software,the primary publisher ofid Software.[3]Apogee began funding the game's development, though the funds did not suffice for the company over time.[3]

Because the team lacked an artist, Adam Pletcher was hired in January 1994.[3]Shortly thereafter, Apogee dropped the project after it had been in development for seven months, though leaving Parallax with an already funded, functional prototype.[3]Subsequently, while the studio was slowly running out of money, they produced ademo reelof the game and set it as aVHStape to various publishers.[3]Three companies—Accolade,Trimark InteractiveandInterplay Productions(where it was championed by Rusty Buchert)—offered to publish the game, of which Parallax chose Interplay.[3]Jasen Whiteside then became Parallax's eighth employee, working on level design while studyingindustrial designat school.[3]With the studio lacking aquality assurancedepartment, the game was tested by the entire team.[3]As Interplay's funds had also dried up, Parallax refused to ask them for more, not wanting to show signs of weakness.[3]Instead, Kulas and Toschlog invested their own money into the continued development.[3]Funds provided by Apogee, Interplay and the two founders totaled to aboutUS$450,000.[3]Inferno,now titledDescent,was released in March 1995 to widespread attention.[3]

By the time Parallax began development on anotherDescentgame, the team had grown to about 14 people.[3]Interplay wished for the studio to develop a "CD-enhanced "version of the game, which would include high-resolution textures,cutscenesandRed Book-quality audio, as well as several new levels.[3]Interplay marketed the game as a new game,Descent II,so they could make more profit than they would have from a simple derivate version of the same game, and could publish a new game under the same contract they had with Parallax.[3]As a result, Parallax profited heavily fromDescent II'ssuccess.[3]

Creation of Volition (1996–1997)

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Although Toschlog had moved to Champaign from Boston, he did not want to stay in Champaign long-term.[3]During the development ofDescent II,he and threedesignersmoved toAnn Arbor, Michigan,to open a second office for Parallax.[6]At the new office, Toschlog also hired two further programmers.[6]AfterDescent IIhad shipped, the team came to the conclusion that working on the same game out of two distant offices had adverse effects on the team, where Toschlog and Kulas agreed to move the company to one office.[3][6]However, they could not decide on where they should move the company, so they instead opted to split the company in half, a move they were able to pursue due toDescent'ssuccess.[3]Thus, half of Parallax' employees followed Toschlog to Michigan, where Toschlog formedOutrage Entertainment,while Kulas stayed with the main Parallax office in Champaign.[3][7]

As Kulas' company was to receive a new name, he asked the remaining team for ideas.[3]When he found that he liked none of the proposals, he sat down in his living room, pulling books from a shelf and looking through dictionaries andreference books' glossaries for a possible name.[3]In one such glossary, he found the word "volition",described as" an intense active will to accomplish something ".[3]As he drew a connection between this definition and the act of software development, he chose "Volition" to be the new company name.[3]He pitched the name and its definition to the company's employees, asking them to create a suitable logo.[3]Of the many entries submitted, the one that was chosen was designed by Whiteside and inspired by the logo ofWax Trax! Records,while Pletcher created afontto display the company name with.[3]The logo has been in use since.[3]Formally, Volition was founded in October 1996 with twelve members,[8]and the split was announced on December 1, 1997, with both companies having been organized into new corporate entities (wherein Volition was Volition, Inc.) and wholly owned by their respective leads.[3][5]

FreeSpaceandSummoner,THQ acquisition (1997–2000)

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Following the split, Volition and Outrage signed with Interplay for two further projects each.[3]Their first project under the new name wasDescent: FreeSpace – The Great War(or simplyFreeSpace), a game that was set to improve on the concepts of games likeStar Wars: X-WingandStar Wars: TIE Fighter.[3]During the development ofFreeSpace,the Volition team doubled in size, adding about five or six people to the studio.[3]During this time many team members were allocated to training the new employees.[3]Meanwhile, Kulas, as the sole manager of the company, had to divide his time between programming and managing the business; consequently, should any business matter come up, his portion of the programming work stood still.[3]FreeSpacewas the last Volition game Kulas would significantly do programming work on.[3]Following the release ofFreeSpace,Volition began work on four projects—FreeSpace 2,Descent 4,Tube RacerandSummoner.[3]The first,FreeSpace 2,was developed within a year.[3]When the game's development had about three months to go, Interplay, who had recently become apublic company,urged Volition to complete the game within a month.[3]While the game was completed within the month, Interplay did not adjust their advertisement strategy.[3]As a result, the game sold poorly and was only marginally profitable.[3]Tube Racerwas canceled about six to nine months in development.[3]

Descent 4was to be the fourth main entry in theDescentseries (the third game,Descent 3,was in development simultaneously at Outrage).[3]As theDescent 3release date came closer, Interplay began having financial difficulties.[3]When the game launched in June 1999,[9]it also did not sell well.[3]The two companies separated on Volition's suggestion.[3]Interplay owned the publishing rights to theDescentfranchise, and as a result Volition could not publishDescent 4with a different publisher.[3]Instead, they reused much of the code and tools they had created for the game and used it to createRed Faction.[3]

Summoner,unlike other games by Parallax and Volition, was developed as arole-playing video game,a genre the development team had no experience with.[3]The team were later provided with adevelopment kitfor thePlayStation 2,and were tasked with makingSummoneralaunch titlefor the console.[3]Meanwhile, the four-game deal with Interplay was winding down, and Volition required a new publisher forSummoner.[3]On August 31, 2000, they were acquired byTHQ,who also overtook the game's publishing duties.[3]In exchange for the ownership of Volition, Volition received one million shares of THQ'scommon stockand THQ assumed about$500,000innet liabilitiesfor Volition's operations.[10]THQ also acquired Outrage in April 2002, though closed that studio by 2004.[11][12]Following a troubled development cycle,Summonereventually hit the intended release date in October 2000, but shipped in a flawed state that resulted from the technical discrepancies betweenpersonal computersand PlayStation 2, between which the studio had to port the game.[3]

Red Faction,Summoner IIandThe Punisher(2000–2005)

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After Volition had started to developRed Factionout of what had beenDescent 4,many people on the team felt like the game was a "ground-pounder", a game they would work hard on just to get an unpleasant result.[3]The game shifted from a space combat game to afirst-person shooterwith a heavy focus on environmental destruction.[3]Much likeSummoner,Red Factionwas first developed for personal computers before moving to consoles.[3]When Kulas attempted to write a part of the game's code, he found himself writing code for personal computers, having to rewrite everything should it work on consoles.[3]The game was delayed for two months shortly before release to allow the team to polish the game before it shipped.[3]The game went gold shortly thereafter, and received positive reviews, much to the surprise of the development team.[3]FollowingRed Faction,Volition developedSummoner 2,aiming at fixing all flaws made in the first game.[3]While it was received better than the first game, it also sold fewer copies.[3]After that cameRed Faction II,which was ultimately not reviewed as good as the first game, again to the team's surprise.[3]Internally,Red Faction IIwas considered a failure, and the series was halted.[3]Ports of the game, released in 2003, were developed by fellow THQ studios Outrage (forWindowsandXbox) and Cranky Pants Games (forGameCube).[13]A thirdRed Factiongame was already in development, but was consequently canceled.[3]A thirdSummonergame was also canceled.[3]Following these cancellations, their teams started development on aheist-style game calledUnderground.[3]The team worked on the game for about twelve months, but whenGrand Theft Auto IIIwas released, the marketing department at THQ pushed the expectations for the game so high that they could not be met, whereforeUnderground,too, was canceled.[3]

FollowingUnderground'scancellation, THQ approached Volition and asked them whether they were willing to create a licensed game.[3]The publisher suggested that they would create a game aroundMarvel ComicscharacterPunisher,who had a movie coming up, which the studio agreed to.[3]The development team had excursed to Marvel's film studios and were on set, talking to stage designers and witnessing some of the scenes being shot.[3]Meanwhile, in 2003, as the studio grew to 30–40 employees, Kulas hired Dan Cermak asvice-presidentfor the company, who then implemented a new company structure to replace its previousflat hierarchy.[3]As the game neared completion, it was submitted to theEntertainment Software Rating Board(ESRB), which, as the game re-enacted the Punisher's violent interrogation methods, deemed the game to be more of atorturesimulator than a game.[3]Some elements were adjusted so that the game could pass the ESRB with a "Mature" rating.[3]

Saints Row(2006–2008)

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At one point, Volition held adesignexercise, inviting staff members to submit ideas for a new game.[3]One such idea was a hybrid between a first-person shooter and a "gang simulator", a genre unexplored by most games at the time.[3]A trailer was put together by taking snippets from various movies and games, underlaid with the song "Fuck tha Police",and after it was showcased in theirboard room,THQ'schief financial officerstepped forward, stating that this would be a game they were willing to develop.[3]Volition imposed several rules on the game, such as the exclusion of children and the inability to kill the police, so to not generate too much controversy.[3]The team shifted away from developing in wide arrays of genres, instead focusing the entire studio's talent on one design principle:open world.[3]The game, initially known asBling Bling,was disliked by many of Volition's employees who either did not want to be associated with a gang simulator or thought that their work on the game was not worthwhile.[3]The studio faced further trouble as they switched from the PlayStation 2 to theXbox 360,because the documentation provided with the Xbox 360 was incomplete, and the final hardware specifications for it is unknown.[3]

During the game's development, the studio overspent its budget of$8–9 millionand brought up its headcount to over 100.[3]After the game, now titledSaints Row,was finished, the team was asked to writepostmortem documentations,which presented a lot of negative views on the game, as well as criticism with the management.[3]When the game was released and sold well, it was decided that Volition would develop another such game, which would becomeSaints Row 2.[3]Saints Row 2differed from its predecessor in that it was moresandbox-oriented and more infused with humor, which the first game almost completely lacked.[3]

Return toRed Faction,Saints Row: The ThirdandInsane(2009–2012)

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Kulas had wished to return to developing a game centered around destruction, either throughRed Factionor through a newintellectual property,now that console hardware had been advanced enough to handle such gameplay.[3]Thus, the studio decided to develop a newRed Factiongame,Red Faction: Guerrilla.[3]From the poor reception ofRed Faction II,the team had learned that destruction-based gameplay was not a good fit for a shooter set in narrow, enclosed corridors, wherefore the team opted for an open world instead.[3]The game's development cycle lasted roughly five years.[3]WhileGuerrillawas set on the Martian surface, the next installment in the franchise,Red Faction: Armageddon,went in the other direction by being set inside a cave system inside Mars.[3]A third game in theSaints Rowfranchise,Saints Row 3,was announced in February 2009.[14]The game stripped away many features included in its predecessor to make for a more focused but overall still "over-the-top" experience.[15]Under the nameSaints Row: The Third,the game was released in November 2011.[16]

In December 2010, at that year'sSpike Video Game Awards,film directorGuillermo del Torotook the stage to announceInsane,ahorrorgame developed in partnership with Volition, projecting a 2013 release date.[17]del Toro later revealed thatInsanewould become a trilogy, with total development time spanning one decade.[18]However, in August 2012, THQ announced thatInsanehad been canceled.[19]

In April 2011, it was announced that Kulas was retiring from the company, effective on May 2, with Cermak taking over his position asgeneral manager.[7]Following his retirement, he "goofed off" for about four years before he got back together with Toschlog, founding a new studio, Revival Productions, in 2014.[20][21]The new company went to develop aspiritual successortoDescentnamedOverload,which was funded through acrowdfundingcampaign held onKickstarterand released in May 2018.[22][23]

Acquisition by Deep Silver (2013)

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In December 2012, THQ filed forChapter 11 bankruptcy.[24]As the publisher's assets were to be sold off,Koch Mediaoffered a$22.3 millionbid for Volition.[25]While a total of six groups—Warner Bros.,Electronic Arts,Take-Two Interactive,Ubisoft,Koch Media, and an unnamed group from Chicago—were interested in purchasing the studio, the only other bid submitted was Ubisoft's for$5.4 million.[26]As the sale closed, Volition and theSaints RowIP were sold to Koch Media for a total of$22,312,925,and became part of itsDeep Silverdivision.[27][28]As a result, Volition's operations were transitioned into a new legal entity, named Deep Silver Volition, LLC.[29]In April 2014, DS Volition sought "incentives" from Champaign to remodel.[30]If it met the city's goals, it could have received up to $200,000.[31]

Several IPs owned by THQ, including Volition'sSummonerandRed Faction,were acquired byNordic Games(later known as THQ Nordic) for$4.9 millionin a second auction held in April.[32]With the purchase of Koch Media by THQ Nordic (now Embracer Group) in February 2018, Volition and their IPs were reunited under one company;[33]responsibility for theRed Factionfranchise would be moved directly into Deep Silver in May 2020.[34]

Saints Row IVandAgents of Mayhem,layoffs (2013–2019)

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A fourthSaints Rowgame,Saints Row IV,was released in August 2013.[35]In September 2014,creative directorSteve Jaros left Volition to joinValve.[36]An expansion toSaints Row IV,titledSaints Row: Gat out of Helland developed in partnership withHigh Voltage Software,was released in January 2015.[37]

FollowingSaints Row IV,Volition developedAgents of Mayhem,a game set in theSaints Rowuniverse, featuring similar gameplay mechanics while being unconnected to the main series.[38]The game released in August 2017 to mixed reviews and poor sales.[39][40]As a result, about 30 positions, including Cermak, were cut from the studio's previously 200-people-strong workforce.[40]Jim Boone, who had been part of Parallax in 1994, succeeded Cermak asstudio development directorin October.[41]On December 31, Volition's staff count was 148.[42]In January 2019, Kulas announced his return to Volition as general manager.[21]At the time, Revival Productions was winding down, and when Kulas wondered what to do next, fearing he would end up not doing anything for four years, he decided to re-join the studio after eight years.[21]According to Kulas, his time as anindie developerat Revival helped him "come up to speed on all kinds of stuff".[21]

Saints Rowreboot, transfer to Gearbox, closure (2019–2023)

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By August 2019, Volition was "deep in development" on a new installment in theSaints Rowfranchise,[43]later revealed to be areboot of the franchise.At this time, it had 174 employees,[44]and had close to 230 in March 2021.[45]In November 2022, after theSaints Rowreboot was met with a mixed and "polarized" response from fans, Embracer announced that it would transfer Volition fromDeep SilvertoGearbox(which it acquired in 2021) to leverage its resources and expertise. It marked the first time that Embracer Group had transferred a studio between one of its operative groups.[46][47]In June 2023, Volition's parent company Embracer, following the collapse of a multi-billion dollar deal, announced wide-ranging plans to restructure the company that would include studio closures and staff layoffs.[48]Volition was shut down on August 31, 2023, as part of Embracer's restructuring,[49]with Embracer moving the company's IP includingRed FactionandSaints Rowover to another subsidiary,Plaion.[50]

A number of developers from Volition would found Shapeshifter Games, a support studio, which in 2024 assisted with the development ofClockwork Revolution.[51]

Games developed

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References

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