The Rollercoaster Journey to IO Interactive's James Bond Game

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The road to IO Interactive's new James Bond game has been a rocky one, filled with setbacks that nearly spelled the end for the Hitman studio.

According to IO CEO Hakan Abrak, Hitman: Absolution - which took seven years and "two years of brutal crunch" to develop - was a commercial and critical failure upon its 2012 release. "Whatever was hot back then had changed. It was DOA," Abrak lamented. The team went back to the drawing board for what would become 2016's Hitman, but their new vision for a more sandbox-style assassin sim was initially rejected by publishers.

When Hitman (2016) finally released episodically, it was another misstep. "Our Trojan horse was burned down before it even got to the castle," Abrak admitted, with players waiting for the full package rather than buying episodically as intended. Despite positive reviews, Hitman failed to meet Square Enix's sales expectations.

Less than 90 days after Abrak took over as IO CEO in 2017, Square Enix decided to divest from the studio due to continued disappointments from Hitman, Deus Ex and Tomb Raider. Finding a buyer proved challenging, as IO had lost money for a decade. "Some companies would offer $1 to take over IO, because of the responsibilities and running costs," Abrak revealed.

IO ultimately bought its independence from Square Enix, but not before making painful layoffs to reduce costs. With just 3 months of funding left, the studio scrambled to develop Hitman 2 on a shoestring budget. Fortunately the sequel succeeded in keeping IO afloat long enough to deliver Hitman 3 and secure the James Bond license - an improbable comeback story for a studio that came so close to shutting down.

Now with Project 007 in active development, IO Interactive has managed to survive a tumultuous decade that could have easily been the end of the Hitman studio. But through perseverance and a return to form for the franchise, they now stand poised to deliver their biggest game yet with the help of 007.

FAQ


Q: What setbacks did IO Interactive face before starting development on the new James Bond game?


A: IO Interactive struggled with the failure of Hitman: Absolution, which took 7 years to develop but was a commercial and critical disappointment. This led Square Enix to divest from IO Interactive in 2017 after continued losses from the Hitman franchise as well as Deus Ex and Tomb Raider games.


Q: How did IO Interactive become an independent studio after being divested by Square Enix?


A: IO Interactive bought its independence from Square Enix, but it was a challenging process. With only 3 months of funding left, IO had to make layoffs to reduce costs. Some companies even offered just $1 to take over IO due to its financial issues.


Q: What allowed IO Interactive to survive and eventually land the James Bond license?


A: After becoming independent, IO focused on developing Hitman 2 on a small budget as a way to keep the studio afloat. The success of Hitman 2 and 3 bought IO more time, eventually allowing them to secure the lucrative James Bond license and begin development on Project 007.


Q: How did the episodic nature of Hitman (2016) lead to problems?


A: IO intended Hitman (2016) to be episodic, releasing different parts of the game over time. But players didn't respond well and preferred to wait for the full game release instead of buying episodically. This led to poor initial sales and put further strain on IO.


Q: What lessons did IO Interactive learn from the difficult period leading up to Project 007?


A: IO learned the importance of releasing a polished, focused game and not over-scoping development. They also realized the value of operating independently rather than relying on a publisher, allowing them more freedom over the Hitman franchise. Overall, the challenges made IO stronger and more resilient as a studio.


IO Interactive's road to developing a James Bond game has been marked by dramatic highs and lows. The failure of Hitman: Absolution could have sunk the studio, leading to acquisition offers as low as $1 when Square Enix divested from IO.


Against the odds, IO survived through prudent financial management and by doubling down on the Hitman franchise's core strengths. Though the episodic nature of Hitman (2016) backfired initially, IO listened to fan feedback and course-corrected with the well-received Hitman 2 and 3.


Now with a newfound independence and the lucrative 007 license secured, IO Interactive has proven itself remarkably resilient. The studio's perseverance through troubled times paid off with the chance to work on a Bond title, as well as new projects like a fantasy RPG. IO's story is a testament to the importance of adaptability and laser focus in the tumultuous video game industry. If Project 007 fulfills its promise, it will be the crowning achievement of the studio's phoenix-like rise from the ashes.

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