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Ion Storm

Ion Storm, L.P. was an American video game developer founded in Dallas, Texas in November 1996 by John Romero and Tom Hall, both formerly of id Software; a branch in Austin, Texas was opened in 1997. In April 1999, Eidos Interactive acquired 51% of the company in exchange for advances to the developers.

Despite an impressive pedigree and high expectations, the company only produced one commercial and critical success, 2000's Deus Ex. The Dallas studio closed in July 2001, leaving the Austin studio as the new headquarters. After financial struggles at Eidos Interactive, the Austin studio followed with its own closure in February 2005.

Ion Storm was founded by John Romero, Tom Hall, Todd Porter and Jerry O'Flaherty on November 15, 1996, with its headquarters in Dallas, Texas. Hall came up with the name, the "Storm" part coming from Porter's first project for the company. The company had signed a licensing deal with Eidos 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.

In a fashion similar to other dot com busts, the company spent lavishly on office decor and facilities for employees. The corporate headquarters of Ion Storm were located in Suite 5400, 22,000-square-foot (2,000 m2) of space in a penthouse suite on the 54th floor, the top floor, of the Chase Tower in Downtown Dallas. Ion Storm spent $2 million on the facility. Lisa Chadderdon of Fast Company said that the penthouse location was "unusual". For the first ten years after the construction of the JPMorgan Chase Tower, the penthouse location had been unleased.

Russ Berger Design Group, a firm most known for its work in designing recording studios, was responsible for the interior design of the headquarters. This included a ten-foot-wide company logo set into the terrazzo floor of the lobby and matching green elevator doors. The headquarters included a "crash room", a dormitory facility with two beds, three couches, a VCR, a wide-screen television, and two telephone booths. It also housed a gaming room with a ping-pong table and four arcade machines, a changing area, and a shower room. The headquarters included these facilities because many employees in the video game industry work long hours at a time. The sun shone through the office's glass rooftop directly into the monitors of the employees, forcing them to cover their cubicles with black fabric.

The company's first attempt at game development was Todd Porter's real-time strategy Dominion: Storm Over Gift 3. 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, and cost over $100,000. When it was finally released in 1998 it received poor ratings and equally poor sales.

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. From very early on in the game's development, Daikatana was advertised as the brainchild of John Romero, a man famous for his work at id Software in the development of Wolfenstein 3D, Doom and Quake. Time magazine gave Romero and Daikatana glowing coverage, saying "Everything that game designer John Romero touches turns to gore and gold." During that time, in April 1999, publisher Eidos Interactive acquired a 51% stake in the company, in exchange for advances to the developers. An early advertisement for Daikatana, created by marketer Mike Wilson and approved by Romero, was a red poster with large black lettering proclaiming "John Romero's about to make you his bitch", a reference to Romero's infamous trash talk during gaming. Nothing else was featured on this poster but a small tag-line reading "Suck It Down", an Ion Storm logo and an Eidos logo. However, already behind schedule, the decision was made to port the entire game to the Quake II engine, six months into development. Daikatana was ultimately released three years late in Spring 2000, after its promised launch date of Christmas 1997. The game was released to middling critical reviews, 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.

After the release of Daikatana, co-founders Romero and Hall, along with level designer Stevie Case, left the company in 2001 to form Monkeystone Games, a company that produced mobile games.

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