<![CDATA[Kotaku: ion storm]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: ion storm]]> http://kotaku.com/tag/ionstorm http://kotaku.com/tag/ionstorm <![CDATA[Deus Ex Free Next Week]]> Been a while since a game really worth playing (beyond Super Baseball 2020) turned up on Gametap's free-to-play service, so it's nice to be able to report on one. Deus Ex. Starting next week, anyone who downloads Gametap's launcher program can enjoy the game without paying a cent. There's worse ways to get hold of one of the best PC games of all time. Like, you know. Paying for it.

Deus Ex Coming to GameTap's Free Game Roster Next Week [Shacknews]

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<![CDATA[Gamecock Head Tears Into John Romero, It's Getting Ugly]]> It would seem that the ghost of Ion Storm hasn't quite faded into the night, as two of its more prominent employees, John "Suck It Down" Romero, also formerly of id, and Mike Wilson, now at Gamecock, are engaged in a nasty war of words. Romero posted on his personal blog this week that Wilson was up to his usual "jackass stunts" and recalled his former co-worker's time at Gathering of Developers/GodGames "where he pretty much just partied all the time and after the whole thing got reined in by Take 2 he went underground for a while, waiting for his next victim/investor so he could go hogwild all over again."

In the same post, Romero also placed part of the blame on Wilson for the laughable "John Romero's About To Make You His Bitch" print ads that ran prior to the release of the ill-fated shooter Daikatana.

Wilson responds in an open letter to Romero, sent to Kotaku, that he will "not allow you to rewrite the history of it all, more to your liking and to my public detriment, and I will in no way take the rap for what you did (or didn't do) with your dream company", going on to defend his character and refute certain claims.

It gets particularly nasty near the end of the letter, when Wilson says to Romero "your unparalleled work ethic and strong character has [...] left only a bloody trail of ex-wives, fatherless kids, and ill advised breast implants strewn across this fair nation." Insert stunned silence here, then continue for the full "Dear John" letter.

Dear John, I'm writing this letter from Moscow, having just read your lovely post about me, which a good friend forwarded me and implored me to reply to. I really never thought I would relive the joy that was Ion Storm, circa 1997, or that the memories of those times still troubled you so 11 years later. Then again, I would guess you live in the memories of your twenties as much as you can, given the reality of your thirties. Glad to know I'm still in your thoughts.

I enjoyed your comments very much, but several of my friends (especially those that were around for those heady time to witness the truth of it up close) did not find it quite so funny, and thought that I should take the time to set a few things straight as publicly as the flame you chose to randomly launch my way.

While I am not at all interested in reliving those days, I will also not allow you to rewrite the history of it all, more to your liking and to my public detriment, and I will in no way take the rap for what you did (or didn't do)with your dream company. So here are just a few reminders to jog your memory.

While my job title (which you gave me) was CEO of your company, I was one of two "junior partners" in a partnership of 6. I made about 1/3 of what the 'big boy partners' (as you liked to call yourselves back then) did and owned less than five percent of your company. I wasn't awarded a 250k signing bonus like you were for signing up to your own startup and I didn't have a personal assistant like you, nor occupy one of the 4 corners of power in the original Ion Storm building. And unlike you, I didn't get to file a federal trademark for my own personal catch phrase," Suck it Down." I remind you of these things only to remind you that there was absolutely nothing done by me or Ion Storm, including the advertisements which bore your name and which you happily posed for, that didn't require your full approval and grand signature.

And while I did think that famous Bitch ad was pretty funny, I'll remind you that you signed that one too, and I'm fairly certain I wasn't holding your hand or using a Jedi mind trick on you when you did it. I'll also remind you that the whole reason for running the teaser ad was that we felt we should be starting to advertise the game since it you said was shipping so soon, for Christmas in 1997. Even though we had nothing but a logo and that signature promise to use for an ad 6 months before you promised Eidos and your partners that Daikatana would be ready to redefine shooters on shelves worldwide.

Our former employee also reminded me that I fought on a daily basis to try to save that company from the poison which you had invited into it (and watched spread like a cancer while you kept your head in the sand), only to find myself ushered out the door, since it was such a buzz kill to hear my incessant complaints about the way things were being run, which were really those of the 80 or so young fresh faced developers we hired in the 10 months I was there. But hey, it was clear that I was the problem there, as you guys really took off the year after I left. Or, more accurately, nearly every one of those 80 hires did.

I do owe you a thank you for that little shove to get me started on Gathering of Developers, a company that I was an actual partner of, and which Take Two 'reigned in' buy buying for 30 million dollars, two years after we opened an office, which resulted in no less than eight million unit selling PC games and over 350 million dollars in revenue for TTWO (my investors) during roughly the same amount of time that it took you and the remaining 'big boy partners' to shit away Eidos' (your investors) 30 million and deliver one of the biggest heaps of dung ever put onto a CD Rom, just before being foreclosed on. Thank god for Warren Spector, who was also made a 'junior partner', and later delivered Eidos Storm's only salvation in the form of Deus Ex.

And please don't be too concerned for the independent developers I work with... just like with GodGames, and like the deal I struck for you with Eidos, Gamecock owns their IP and is branded above the publisher on everything, and has a great royalty rate. Royalty rates are what you make if you actually make a game that is good and sells. Remember Quake one?

I'm also grateful for your concern over my incessant partying, which has somehow led me to be married to the same beautiful woman for 17 years now, while raising two incredible daughters together. You should maybe try the partying, since your unparalleled work ethic and strong character has (just in the time I've known you) left only a bloody trail of ex-wives, fatherless kids, and ill advised breast implants strewn across this fair nation, even before you flew all the way to Romania for your latest wife. If she's not still around, let me know, and I'll see if I can pick another one up for you here in Russia.

Its been great catching up, but I'm off to dinner now with Harry Miller, my best friend and business partner for the past decade (ever had one of those, John?), and our very happy new investor, followed by some crazy partying to keep it real, just for you.

You take care now, and remember just because id, Eidos, and then Midway fired you doesn't mean you're not still awesome!

Suck it down,

Your pal Mike

Happy weekend, everybody!

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<![CDATA[John Romero Dishes on "Bitch Ad"]]> Doom co-creator John Romero and Gamecock's Mike Wilson go way back. Before he founded Gamecock, Mike Wilson was the CEO of Ion Storm, a company Romero founded. In less than a year, he was pushed out. (The company churned out the acclaimed Deus Ex and the not-so acclaimed Daikatana.) But Wilson's gone on to set up Gamecock, which he describes as an "independent film company for small developers." After reading the Gamecock's release schedule right here on Kotaku, Romero blogged this about his former colleague:


I got a chuckle out of reading the reader's comments on the article. People are now starting to get a clue about how Mr. Wilson operates. Hey everyone, he hasn't changed in over 10 years — these are the kinds of jackass stunts he pulled at Ion Storm with Daikatana. Remember the bitch ad? Yeah. He also ran ads ("image ads") that just had pictures of Ion Storm founders, himself and our COO. That was just the beginning of his madness.

It got much worse at Godgames where he pretty much just partied all the time and after the whole thing got reined in by Take 2 he went underground for a while, waiting for his next victim/investor so he could go hogwild all over again. And thus was born Gamecock.


Bitter, John? Perhaps you have every right to be...
Gamecock Release Schedule [planet rome.ro Thanks, Witz!]
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<![CDATA[John Romero And Crew Now Hiring]]> John Romero of id fame and Ion Storm infamy is staffing up at his temporarily monikered company, Slipgate Ironworks. Already working on an unnammed MMO, John has the following to say to attract new recruits to his team:

Are you interested in joining our amazingly talented and highly motivated superstar game development team? Are you supercore enough to survive our hyperdimensional environment???!!

Supercore! He's so subtle. If you like wide-eyed, unchecked hyperbole, live near the Redwood City, California area, and think you might be qualified, visit the official Slipgate Ironworks site to learn more. Based on John's development history, I think it's fairly safe to say your job will be exciting and storied if nothing else.

Slipgate Jobs! [Planet Rome.ro]
Slipgate Ironworks Official Site

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<![CDATA[Why Thief 3 Sucked: Interview With Randy Smith]]>

There's an absolutely phenomenal interview over at Evil Avatar with Randy Smith of Looking Glass Studios and Ion Storm Austin fame, basically examining Thief 3 and bluntly asking "What the fuck happened there, dude?"

The interview covers the technological problems of trying to fit Thief 3 on the XBox and Randy being fired by Warren Spector for sticking too closely to the freeform ideals of Thief 1 and Thief 2.

Here's the overall summary on why Thief 3 became so lost:

The problems were more classic development problems: we didn't follow a strict development cycle, we didn't coordinate development well between 2 very similar projects, we didn't have a good budget and schedule, we didn't have great alignment with the publisher, the tech development wasn't well planned and took a bunch of wrong turns, the design was too ambitious, the direction was unfocused.

Randy also bluntly points out that Deus Ex: Invisible War sucked. Good for him. Part Two of the Interview ought to be hitting tomorrow.

Interview with Randy Smith [Evil Avatar]

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