logo
Major Racing Series Officially on Hiatus, Future Uncertain

Major Racing Series Officially on Hiatus, Future Uncertain

Yahoo30-05-2025

Electronic Arts has put one of the longest running racing game series on hold, leaving its future uncertain. , which turns 24 years in November 2025, is 'pausing' development on future titles with immediate effect. Its developer, Codemasters, has since had its official X account pulled.
EA Sports became WRC publisher in 2023 following its purchase of Codemasters in 2021. Recently, the publisher announced approximately 300 job cuts across the company, but Codemasters wasn't mentioned in the announcement.
Now, Codemasters X account has disappeared. The studio, which was founded in October 1986, has been in operation for 38 years.
'Every great journey eventually finds its finish line, and today, we announce that we've reached the end of the road working on WRC,' EA wrote. 'After releasing EA Sports WRC in 2023, the 2024 season, including the recently released Hard Chargers Content pack, will be our last expansion. For now, we are pausing development plans on future rally titles.'
EA reassured fans that EA Sports WRC will continue to be playable for existing and new players. How long that will last is anybody's guess, however.
As for Codemasters, EA hasn't said what's next for the studio. Its fate remains unclear.
The post Major Racing Series Officially on Hiatus, Future Uncertain appeared first on PlayStation LifeStyle.

Orange background

Try Our AI Features

Explore what Daily8 AI can do for you:

Comments

No comments yet...

Related Articles

Inside the ‘Dragon Age' debacle that gutted EA's BioWare Studio
Inside the ‘Dragon Age' debacle that gutted EA's BioWare Studio

Los Angeles Times

time6 hours ago

  • Los Angeles Times

Inside the ‘Dragon Age' debacle that gutted EA's BioWare Studio

In early November, on the eve of the holiday shopping season, staffers at the video game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, 'Dragon Age: The Veilguard,' and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in. But in the weeks that followed, the early buzz cooled as players delved deeper into the fantasy world, and some BioWare employees grew anxious. For months, everyone at the subsidiary of the video game publisher Electronic Arts had been under intense pressure. The studio's previous two games, 'Mass Effect: Andromeda' and 'Anthem,' had flopped, and there were rumors that if 'Dragon Age' underperformed, BioWare might become another of EA's many casualties. Not long after Christmas, the bad news surfaced. EA announced in January that the new 'Dragon Age' had reached only 1.5 million players, missing the company's expectations by 50%. The holiday performance of another recently released title, 'EA Sports FC 25,' was also subpar, compounding the problem. As a result of the struggling titles, EA Chief Executive Officer Andrew Wilson said, the company would be significantly lowering its sales forecast for the fiscal year ahead. EA's share price promptly plunged 18%. ''Dragon Age' had a high-quality launch and was well-reviewed by critics and those who played,' Wilson said on an earnings call. 'However, it did not resonate with a broad enough audience in this highly competitive market.' Days after the sales revision, EA laid off a chunk of BioWare's staff at the studio's headquarters in Edmonton, Canada, and permanently transferred many of the remaining workers to other divisions. For the storied, 30-year-old game maker, it was a stunning fall that left many fans wondering how things had gone so haywire — and what might come next for the stricken studio. According to interviews with nearly two dozen people who worked on 'Dragon Age: The Veilguard,' there were several reasons behind its failure, including marketing misfires, poor word of mouth and a 10-year gap since the previous title. Above all, sources point to the rebooting of the product from a single-player game to a multiplayer one — and then back again — a switch that muddled development and inflated the title's budget, they say, ultimately setting the stage for EA's potentially unrealistic sales expectations. A spokesperson for EA declined to comment. The union between BioWare and EA started off with lofty aspirations. In 2007, EA executives announced they were acquiring BioWare and another gaming studio in a deal worth $860 million. The goal was to diversify their slate of games, which was heavy in sports titles, such as 'Madden NFL,' and light in the kind of adventure and role-playing games that BioWare was known for. Initially, it looked like a smart move thanks to a string of big hits. In 2014, BioWare released 'Dragon Age: Inquisition,' the third installment in a popular action series dropping players in a semi-open world full of magic, elves and fire-spewing dragons. The fantasy title won the Game of the Year award and sold 12 million copies, according to its executive producer Mark Darrah — a major validation of EA's diversification strategy. Before long, Darrah and Mike Laidlaw, the creative director, began kicking around ideas for the next 'Dragon Age' installment, aiming for a game that would be smaller in scope. But before much could get done, BioWare shifted the studio's focus to more pressing titles coming down the pike. In 2017, BioWare released 'Mass Effect: Andromeda,' the fourth installment in a big-budget action series set in space. Unlike its critically successful predecessors, the game received mediocre reviews and was widely mocked by fans. A few months after the disappointing release, the head of BioWare stepped down and was soon replaced by Microsoft's Casey Hudson, an alumnus of BioWare's early, formative years. Like much of the industry, EA executives were growing increasingly enamored of so-called live-service games, such as 'Destiny' and 'Overwatch,' in which players continue to engage with and spend money on a title for months or even years after its initial release. With EA aiming to make a splash in the fast-growing category, BioWare poured resources into 'Anthem,' a live-service shooter game that checked all the right boxes. One day in October 2017, Laidlaw summoned his colleagues into a conference room and pulled out a few pricey bottles of whiskey. The next 'Dragon Age' sequel, he told the room, would also be pivoting to an online, live-service game — a decision from above that he disagreed with. He was resigning from the studio. The assembled staff stayed late through the night, drinking and reminiscing about the franchise they loved. 'I wish that pivot had never occurred,' Darrah would later recount on YouTube. 'EA said, 'Make this a live service.' We said, 'We don't know how to do that. We should basically start the project over.'' Former art director Matt Goldman replaced Laidlaw as creative director, and with a tiny team began pushing ahead on a new multiplayer version of 'Dragon Age' while everyone else helped to finish 'Anthem,' which was struggling to coalesce. Goldman pushed for a 'pulpy,' more lighthearted tone than previous entries, which suited an online game but was a drastic departure from the dark, dynamic stories that fans loved in the fantasy series. In February 2019, BioWare released 'Anthem.' Reviews were scathing, calling the game tedious and convoluted. Fans were similarly displeased. On social media, players demanded to know why a studio renowned for beloved stories and characters had made an online shooter with a scattershot narrative. In the wake of BioWare's second consecutive flop, the multiplayer version of 'Dragon Age' continued to take shape. While the previous games in the franchise had featured tactical combat, this one would be all action. Instead of quests that players would experience only once, it would be full of missions that could be replayed repeatedly with friends and strangers. Important characters couldn't die because they had to persist for multiple players across never-ending gameplay. As the game evolved over the next two years, the failure of 'Anthem' hovered over the studio. Were they making the same mistakes? Some BioWare employees scoffed that they were simply building ''Anthem' with dragons.' Throughout 2020, the pandemic disrupted the game's already fraught development. In December, Hudson, the head of the studio, and Darrah, the head of the franchise, resigned. Shortly thereafter, Gary McKay, BioWare's new studio head, revealed yet another shift in strategy. Moving forward, the next 'Dragon Age' would no longer be multiplayer. 'We were thinking, 'Does this make sense, does this play into our strengths, or is this going to be another challenge we have to face?'' McKay told Bloomberg News. 'No, we need to get back to what we're really great at.' In theory, the reversion back to the series' tried-and-true, single-player format should have been welcome news inside BioWare. But there was a catch. Typically, this kind of pivot would be coupled with a reset and a period of pre-production allowing the designers to formulate a new vision for the game. Instead, the team was asked to change the game's fundamental structure and recast the entire story on the fly, according to people familiar with the new marching orders. They were given a year and a half to finish and told to aim for as wide a market as possible. This strict deadline became a recurring problem. The development team would make decisions believing that they had less than a year to release the game, which severely limited the stories they could tell and the world they could build. Then the title would inevitably be delayed a few months, at which point they'd be stuck with those old decisions with no chance to stop and reevaluate what was working. At the end of 2022, amid continually dizzying leadership changes, the studio started distributing an 'alpha' build of 'Dragon Age' to get feedback internally and from outside playtesters. According to people familiar with the process, the reactions were concerning. The game's biggest problem, early players agreed, was a lack of satisfying choices and consequences. Previous BioWare titles had presented players with gut-wrenching decisions. Which allies to save? Which factions to spare? Which enemies to slay? Such dilemmas made fans feel like they were shaping the narrative — historically, a big draw for many BioWare games. But the multiplayer roots of 'Dragon Age' limited such choices, according to people familiar with the development. BioWare delayed the game's release again while the team shoehorned in a few major decisions, such as which of two cities to save from a dragon attack. But because most of the parameters were already well established, the designers struggled to pair the newly retrofitted choices for players with meaningful consequences downstream. In 2023, to help finish game, BioWare brought in a second, internal team, which was working on the next 'Mass Effect.' For decades there'd been tension between the two well-established camps, known for their starkly divergent ways of doing things. BioWare developers like to joke that the 'Dragon Age' crew was like a pirate ship, meandering and sometimes traveling off course but eventually reaching the port. In contrast, the 'Mass Effect' group was called the USS Enterprise, after the 'Star Trek' ship, because commands were issued straight from the top and executed zealously. As the 'Mass Effect' directors took control, they scoffed that the 'Dragon Age' squad had been doing a shoddy job and began excluding their leaders from pivotal meetings, according to people familiar with the internal friction. Over time, the 'Mass Effect' team went on to overhaul parts of the game and design a number of additional scenes, including a rich, emotional finale that players loved. But even changes that appeared to improve the game stoked the simmering rancor inside BioWare, infuriating 'Dragon Age' leaders who had been told they didn't have the budget for such big, ambitious swings. 'It always seemed that, when the 'Mass Effect' team made its demands in meetings with EA regarding the resources it needed, it got its way,' said David Gaider, a former lead writer on the 'Dragon Age' franchise who left before development of the new game started. 'But 'Dragon Age' always had to fight against headwinds.' Early testers and 'Mass Effect' leads complained about the game's snarky tone — a style of video game storytelling, once ascendant, that was quickly falling out of fashion in pop culture but had been part of Goldman's vision for the multiplayer game. Worried that 'Dragon Age' could face the same outcome as 'Forspoken' — a recent title that had been hammered over its impertinent banter — BioWare leaders ordered a belated rewrite of the game's dialogue to make it sound more serious. (In the end, the resulting tonal inconsistencies would only add to the game's poor reception with fans.) A mass layoff at BioWare and a mandate to work overtime depleted morale while a voice actors' strike limited the writers' ability to revise the dialogue and create new scenes. An initial trailer made the next 'Dragon Age' seem more like 'Fortnite' than a dark fantasy role-playing game, triggering concerns that EA didn't know how to market the game. When 'Dragon Age: The Veilguard' finally premiered on Halloween after many internal delays, some staff members thought there was a lot to like, including the game's new combat system. But players were less impressed, and sales sputtered. 'The reactions of the fan base are mixed, to put it gently,' said Caitie, a popular 'Dragon Age' YouTuber. 'Some, like myself, adore it for various reasons. Others feel utterly betrayed by certain design choices.' Following the layoffs and staff reassignments at BioWare earlier in the year, a small team of a few dozen employees is working on the next 'Mass Effect.' After three high-profile failures in a row, questions linger about EA's commitment to the studio. In May, the company relabeled its Edmonton headquarters from a BioWare office to a hub for all EA staff in the area. Historically, BioWare has never been the most important studio at EA, which generates more than $7 billion in annual revenue largely from its sports games and shooters. Depending on the timing of its launches, BioWare typically accounts for just 5% of EA's annual bookings, according to estimates by Colin Sebastian, an analyst with Robert W. Baird & Co. Even so, there may be strategic reasons for EA to keep supporting BioWare. Single-player role-playing games are expensive to make but can lead to huge windfalls when successful, as demonstrated by recent hits such as 'Cyberpunk 2077,' 'Elden Ring' and 'Baldur's Gate 3.' In order to grow, EA needs more than just sports franchises, said TD Cowen analyst Doug Creutz. Trying to fix its fantasy-focused studio may be easier than starting something new. 'That said, if they shuttered the doors tomorrow I wouldn't be totally surprised,' Creutz added. 'It has been over a decade since they produced a hit.' Schreier writes for Bloomberg.

Rematch is the soccer game I didn't know I needed after EA Sports FC 25 let me down
Rematch is the soccer game I didn't know I needed after EA Sports FC 25 let me down

Tom's Guide

time3 days ago

  • Tom's Guide

Rematch is the soccer game I didn't know I needed after EA Sports FC 25 let me down

To date, I've played some 70 hours of EA Sports FC 25. That might seem a pretty healthy playtime after around 10 months, but traditionally, at this stage in the season, I'd usually be well over the 120-hour mark in each year's new installment in the annual soccer simulation series. The fact that I'm so far off my typical pace speaks to how increasingly underwhelming I've found EA's sports juggernaut franchise. I'm a massive soccer (make that football for us Brits) fan, and the series has always been a staple of my gaming diet. But lately, it seems to be just going through the motions. In steps Rematch, a new online sports game from Sloclap. Curiously, Rematch takes a lot of cues from the new Rush mode introduced in EA Sports FC 25, which was one of the few things I really liked about the game. But Rematch takes it further, adding an increased skill element, and thrives thanks to that same fast-paced energy that propelled Rocket League into the stratosphere. After just a little time with Rematch, I'm already totally hooked. Rematch is a new online soccer game from developer Sloclap. You control a single player in matches of up to 10 players as you compete to score well-worked goals and make dramatic defensive interventions. With colorful visuals, fast-paced gameplay and a high skill ceiling, Rematch will appeal to football fans and newcomers platforms: $29 @ Steam | $29 @ Xbox Store The simplest way to describe Rematch is that it's Rocket League but with regular people instead of zippy RC cars. Now, stick with me, I know that sounds silly because that's just normal soccer, but Rematch takes plenty of aspects from the popular online car-based sports game. The arena is entirely enclosed, so you can bounce the ball off just about every surface, and while you can't sprint up vertical walls à la Rocket League, you can perform acrobatic actions that put a circus performer to shame. Played entirely online, with each player controlling an individual avatar, Rematch is available in 3v3, 4v4 and 5v5 modes. While the middle option is presented as the default, I've found 3v3s to be the most engaging, as you always feel a part of the action, and can make game-defining moments regularly. But in 3v3s, you really can't carry anybody, so you need a good team. Rematch also takes a novel approach to the goalkeeper position. Rather than having somebody stuck in nets all match, the keeper rotates after each goal scored, and you can even switch who's playing the role anytime just by quickly swapping physical positions on the field. This can also lead to a clutch scenario when you sub into the keeper role just as your opposition unleashes a shot. Not to keep circling back to Rocket League, but Rematch shines brightest during tightly contested games. I had one recent match that finished 5-4, with my team scoring a well-worked goal in Overtime to win the match. I was practically kneesliding across my living room as the net bulged. Unlike EA Sports FC, which takes a user-friendly pick-and-play approach, allowing most people to get reasonably comfortable before even half-time in their very first match, Rematch is instantly demanding of its players. Frankly, I'm still getting to grips with its various mechanics — I keep forgetting you're slower when in possession, allowing defenders to muscle me off the ball all too often — but with each new game, I feel I'm gaining a greater understanding of how to play most effectively to help my team win. Passing and shooting are really tricky to master. Sloclap has stripped away the generous auto-targeting found in EA's series, and instead asks you to deliberately aim where you're launching the ball with your foot. Has this led to me flubbing several 'should-score' chances? Of course, but the moments where I have pulled off a top-corner curler have been immensely satisfying. The skill ceiling in Rematch seems almost limitless, and I just know that pro-level players are going to put together some incredible Messi-like passages of play, making the rest of us look like Ali Dia (kudos to you, if you got that reference). But rather than this high level of mechanical complexity being off-putting, it's a huge part of the reason I desperately want to play more. In the final game of my most recent play session (which came about 45 minutes after I'd originally intended to log-off because I just kept saying 'one more game'), I managed to bag my first hat-trick, and it felt like a culmination of all the skills I'd picked up in my time with Rematch so far. However, I've certainly not mastered the game; I'm definitely still a lower-league player. Like pretty much all online games released in the current era of gaming, Rematch's launch isn't the finish line; it's really just the kick-off. Sloclap is promising a string of future updates, alongside the usual live service accoutrements like a Battle Pass and various licensed collaborations. The game has even launched with a team-up with soccer icon Ronaldinho. I'm super excited to see where Rematch goes in the future, and I'm greatly enthused by the fact that it's starting from such a strong base already. If Slocap can keep adding to the core they've built — I would love an offline mode with AI bots to further sharpen my skills in a less high-pressure environment — then Rematch could have the staying power to stick around for several seasons to come. So, if you're also feeling a bit underwhelmed by the latest EA Sports FC release and want a new spin on virtual soccer, don't skip Rematch. It's only just beginning its online journey, but it's got all the ingredients to be a long-reigning champion, and might just be the closest a video game has ever come to replicating the sheer thrill of scoring a match-winning goal in real life. (Or at least what I imagine it feels like, my IRL soccer skills are seriously shoddy.) Of course, even in the world of Rematch, my shots remain more likely to miss the mark than find the back of the net, but don't worry, as soon as I'm finished here, I'm heading back to the pitch to keep practicing.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store