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Irrational Games
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===Formation and initial games (1997-2005)=== Irrational Games was formed in 1997 by [[Ken Levine (game developer)|Ken Levine]], Jonathan Chey, and Robert Fermier, former [[Looking Glass Studios]] employees that left on good terms to start their own game development firm.<ref>{{cite web |url=http://www.gamespy.com/articles/697/697083p5.html |title=GameSpy Retro: Developer Origins, Page 5 of 19 |first=John |last=Keefer |date=March 31, 2006 |website=[[GameSpy]] |archive-url=https://web.archive.org/web/20070609133038/http://www.gamespy.com/articles/697/697083p5.html |archive-date=June 9, 2007 |url-status=dead}}</ref> They initially ran on a shoestring budget, running out of Levine's apartment.<ref name="bostom mag levine">{{cite web | url = https://www.bostonmagazine.com/2013/11/26/ken-levine-profile-video-games-bioshock-infinite/ | title = Game Changer: Kevin Levine | first = Josh | last = Allen | date = November 26, 2013 | accessdate = January 11, 2025 | work =[[Boston Magazine]] }}</ref> At that time, as a small studio, they were dependent on publisher support; their first project was to develop a single-player campaign for the game ''[[FireTeam (video game)|FireTeam]]'', being published by Multitude, Inc., but within three weeks, Multitude decided to drop the single-player campaign, leaving the three without any job.<ref name="pcgamer history">{{cite web | url = https://www.pcgamer.com/the-story-of-irrational-the-studio-that-shut-down-to-rediscover-its-roots/ | title = The story of Irrational, the studio that shut down to rediscover its roots | first = Jeremy | last = Peel | date = April 5, 2021 | accessdate = January 11, 2025 | work = [[PC Gamer]] }}</ref><ref name="gamesradar kevine">{{cite web | url = https://www.gamesradar.com/games/bioshock-infinite-may-not-have-been-the-thing-i-wanted-but-that-doesnt-necessarily-mean-it-wasnt-the-thing-the-audience-wanted-ken-levine-talks-edge-through-his-collected-works/ | title = BioShock Infinite "may not have been the thing I wanted, but that doesn't necessarily mean it wasn't the thing the audience wanted": Ken Levine guides us through his entire gameography | first = Jeremy | last = Peel | date = January 3, 2025 | accessdate = January 11, 2025 | work = [[GamesRadar]] }}</ref> They returned to Looking Glass looking for any opportunities. Looking Glass founder [[Paul Neurath]] agreed to give them a small budget, an office within their studio, and gave them the opportunity to work on a sequel to ''[[System Shock]]''. ''[[System Shock 2]]'' was released in 1999, and while a critical success, it did not reach sales expectations.<ref name="bostom mag levine"/> After ''System Shock 2'' was released, Chey returned to Australia while Fermier went to [[Ensemble Studios]].<ref name="gamesradar kevine"/> Irrational continue to work with Looking Glass to create ''Deep Cover'', a project inspired by ''[[Thief: The Dark Project]]'' set during the [[Cold War]], though this was eventually cancelled around 2000.<ref>{{cite video | url = https://www.youtube.com/watch?v=PsipARVPRG0 | title = Looking Glass Studios' Cancelled Cold-War Era Thief Game | publisher = [[Noclip]] | date = October 22, 2021 | accessdate = January 11, 2025 | via = [[YouTube]] }}</ref> Irrational returned to seeking other projects from other publishers to be more independent from Looking Glass. They landed work with [[Crave Entertainment]], from which they started work on ''[[The Lost (video game)|The Lost]]'', a third-person action game inspired by [[Inferno (Dante)|Dante's Inferno]], that was targeting the [[PlayStation 2]]. Levine described multiple difficulties with developing ''The Lost''. One issue was handling technical issues with the [[game engine]], as inititially they had planned to use the [[LithTech]] engine, but later switched to the [[Unreal Engine]] due to difficulties with making the game work on the PlayStation 2. A second problem arose as Crave started to have their own financial problems, and pushed on Irrational to continue development with a reduced budget. While Irrational finished most of the game, ''The Lost'' was eventually cancelled by 2002, with Irrational taking the loss on its development time.<ref name="gamesradar kevine"/> During development of ''The Lost'', Irrational started a second project with Crave, the turn-based superhero-theme ''[[Freedom Force (2002 video game)|Freedom Force]]''. Chey, while still in Australia, returned to Irrational by setting up development offices in Australia in 2000,<ref>{{cite web |url=http://irrationalgames.com/news_archived.cfm |title=IGA Announces formation |date=27 April 2000 |website=Irrational Games |archive-url=https://web.archive.org/web/20010203123200/http://irrationalgames.com/news_archived.cfm |archive-date=3 February 2001 |url-status=dead}}</ref> where most of the work on ''Freedom Force'' was completed. Crave's monetary issues led the game to be published in 2002 by the EA Partners label of [[Electronic Arts]]. The game performed moderately well, but failed to give Irrational any significant royalties.<ref name="gamesradar kevine"/> Shortly after the cancellation of ''The Lost'', [[Vivendi Games]] tapped Irrational to develop a single-player campaign based on the ''[[Tribes (video game series)|Tribes]]'' series, which had traditionally been multiplayer shooters in the past, and posed a challenge to craft a narrative around. This led to some difficulties with Vivendi, as at one point Levine was fired from the narrative position, replaced by two writers from Hollywood, only to be later rehired to complete the story. ''[[Tribes: Vengeance]]'' was eventually released in 2004.<ref name="gamesradar kevine"/> Irrational continued to work with Vivendi on a sequel in the ''[[Police Quest]]'' series, ''[[SWAT 4]]'', released in 2005.<ref name="gamesradar kevine"/>
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