- Ion Storm Inc.
Infobox Company
company_name = Ion Storm Inc.
company_
company_type = Defunct
foundation =November 15 ,1996
location_city = Dallas, Texas
location_country = United States
key_people =John Romero ,
Tom Hall ,
Jerry O'Flaherty ,
Todd Porter ,Warren Spector
industry = Interactive entertainment
products = "Deus Ex ", "Anachronox ", "Daikatana ", "", more
revenue =
operating_income =
net_income =
num_employees =
homepage =Ion Storm Inc. (sometimes spelled ION Storm) was a
Texas based developer of computer games founded byJohn Romero , a co-creator of the wildly popular "Doom" franchise;Tom Hall ;Todd Porter , andJerry O'Flaherty , under the slogan "Design is Law". At the time it was founded, long before releasing a single title, it was an instant fan and industry darling for its collection of talent and promise of blockbuster games. Ultimately, Ion Storm never lived up to its hype, creating instead several famous missteps, late releases, and internal political turmoil. Only one Ion Storm game, "Deus Ex ", was a critical and commercial success.Dallas office
The company was founded on
November 15 ,1996 with its headquarters in Dallas. Ion Storm had signed a licensing deal withEidos Interactive for six games and the founders planned to scoop up titles from other companies that were close to completion, finish them, and push them out quickly to bring in initial revenue.Its first attempt was Todd Porter's "". "Dominion" was already partially completed by Todd Porter's previous employer,
7th Level , and was expected to take $50,000 and three months to complete. Instead, development continued for over a year costing hundreds of thousands. When it was finally released it received poor ratings and equally poor sales. Marketing missteps included releasing thereal-time strategy game on the same dayBlizzard Entertainment put out its highly-anticipated demo of "Starcraft ", which would become a defining game of the RTS genre.John Romero's "
Daikatana " was meant to be finished within seven months of the founding of Ion Storm and was to use the "Quake " engine. However, already behind schedule, the decision was made to port the entire game to the "Quake II " engine, a good six months into development. Likewise, Tom Hall's "Anachronox " was moved over to the "Quake II" engine. These changes brought costly delays to an already beleaguered product line.Although "Anachronox" received critical acclaim for its vast storyline and characters, it too was commercially unsuccessful on its release in June 2001. "Daikatana", meanwhile came out three years after its announced launch date of Christmas 1997. The game itself was not considered strong, and an aggressive advertising campaign in 1997 touting Romero's name as the reason to buy the game backfired as fans grew angry over delays.
The company also spent a lot of money on office decor and facilities for employees - the Dallas office had sat on the 54th and top floor of the JPMorgan Chase Tower. Russ Berger Design Group, a firm most known for its work in designing
recording studio s, was responsible forinterior design of the headquarter. This included a ten-foot-wide company logo set into theterrazo floor of the lobby and matching greenelevator doors. [cite journal
title=Dallas Ion Storm
last=Tetlow
first=Karin
journal=Interiors Magazine
month=July
year=1998
accessdate=2008-09-25
url=http://www.rbdg.com/newsroom/ion/] (A notable problem with the office was that the sun shone through the glass rooftop directly into the monitors of the employees, forcing them to cover their cubicles with black fabric.) In retrospect, Ion Storm looks similar to many otherdot com bust s, attempting to grow too quickly and focusing on the trappings as opposed to product development. Romero and Hall left the company after producing "Anachronox" in July 2001. OnJuly 17 ,2001 , four and a half years after the company's creation,Eidos Interactive closed the Dallas offices. [cite web
url=http://dir.salon.com/story/tech/feature/2002/01/02/ion_storm/index.html
publisher=Salon.com
title=A hardcore elegy for Ion Storm
author=Christian Divine
accessdate=2008-09-25
date=2002-01-02]Austin office
In late 1997,
Warren Spector was asked to found the Austin branch of Ion Storm. By keeping well clear of the troubles at the Dallas office, Ion Storm (Austin) was more successful. It developed the highly successful and critically acclaimed "Deus Ex". With the demise ofLooking Glass Studios , Eidos Interactive secured the rights to the "Thief" franchise and together with Spector tried to relocate as many of the Looking Glass team to Austin as was possible. After the closure of the Dallas office, the Austin office remained open to produce ' and ' until Spector's departure to "pursue personal interests outside the company" in 2004. A number of other senior staff also left at about the same time. OnFebruary 9 ,2005 , Eidos announced that the Austin office would also close, meaning the end of Ion Storm as a company.ee also
*
John Romero
*Warren Spector
*Tom Hall
*Todd Porter
*Bill Money
*James Poole References
External links
* [http://www.mobygames.com/company/ion-storm-inc/ Ion Storm entry] at
MobyGames
* [http://www.salon.com/tech/feature/2002/01/02/ion_storm/index.html?x Salon article on Ion Storm]
* [http://archive.gamespy.com/articles/june03/dumbestmoments/index2.shtml Gamespy article "The 25 dumbest moments in gaming" #25] - Ion Storm's first game "Dominion" and its impact
* [http://archive.gamespy.com/articles/june03/dumbestmoments/index16.shtml Gamespy article "The 25 dumbest moments in gaming" #9] - Ion Storm's Texas offices
* [http://archive.gamespy.com/articles/june03/dumbestmoments/index20.shtml Gamespy article "The 25 dumbest moments in gaming" #5] - Ion Storm's failed "Daikatana" game and its impact
* [http://www.dallasobserver.com/1999-01-14/news/stormy-weather/ 1999 Dallas Observer story about Ion Storm]
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