Deus Ex: Invisible War
Steam News 16 February 20188y ago

The History of Ion Storm

This article was originally published in two parts across PC Gamer issue 313 and 314. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US. Jake Hughes was working as a…

Update log

Full Deus Ex: Invisible War update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes1 addition0 changes0 removals
  • Gameplay
addedDream designThe four men came together to begin planning their outline for the company. “We all agreed that we should name the company something that represented the new vision: multiple game genres developed simultaneously,” Romero says. The

This article was originally published in two parts across PC Gamer issue 313 and 314. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US.

Jake Hughes was working as a model designer on Starship Troopers when he received a call from Peter Marquardt. Marquardt was an actor—he played the bad guy in Robert Rodriguez’s first film, El Mariachi—but he also had a passion for games. The pair originally met on the set of Wing Commander IV, where Marquardt was shooting for the game’s cutscenes.

“He calls me up and he says, ‘Hey, John Romero is making a company and they’re looking for associate producers, come on out,’” Hughes says. “Peter was working on Daikatana, and Tom Hall was needing an associate producer. So I came out and I met Tom, and we connected instantly … because they all knew about Starship Troopers.”

A week later, Hughes was offered the job as associate producer of Anachronox, the third game by Ion Storm Dallas. He was one of around 80 individuals invited to join the company at that time. Most were men, nearly all were under 30 years old and their backgrounds ranged from model designers to members of bands such as Information Society. Few of them had worked much in the games industry before. “Tom was actually the only person who had the experience [on Anachronox],” Hughes remembers. “This is, of course, Ion Storm, right? Where ego is a thing.”

In March 1997, Hughes made the drive from Los Angeles to Dallas to join Ion Storm. Its lavish office in the penthouse of Dallas’s Chase Tower wasn’t ready yet, so the team used a smaller office in the interim. Hughes’s office cubicle was connected to Romero’s. “I actually got to hear him play deathmatch every night,” he remembers.

For Hughes and everyone else involved, Ion Storm Dallas was videogaming nirvana, a company with huge talent, huge investment and huge ambitions, dreamed up by arguably the most famous man in the industry at the time. The honeymoon wouldn’t last, though. Within a year the studio would be plagued by turbulent office politics, a slew of public image crises and a host of development problems from which its reputation would never fully recover.

Dream design

Ion Storm Dallas was founded on 15 November 1996. Its four founding partners were John Romero, Tom Hall, Todd Porter, and Jerry O’Flaherty. Hall and Romero had previously founded id Software along with John Carmack and Adrian Carmack (no relation), while Porter and O’Flaherty had cofounded a company together which they sold to the publisher 7th Level.

“In January 1996 I decided to leave id Software after shipping Quake,” says John Romero. “I contacted Tom Hall while he was at 3D Realms/Apogee and asked him if he’d be interested in starting another game company later in the year after Quake shipped.” At the time, Tom Hall was working on Prey, a first-person shooter that was struggling to find direction, and which ultimately wouldn’t ship for another ten years. “Romero called me one day and asked, ‘What if there was a company where you could design the game you want?’” Hall says. “I replied, ‘That would be a dream.’”

The four men came together to begin planning their outline for the company. “We all agreed that we should name the company something that represented the new vision: multiple game genres developed simultaneously,” Romero says. The

Source

Steam News / 16 February 2018

Open original