IO Interactive

{{Short description|Danish video game developer}}

{{Use British English|date=December 2018}}

{{Use dmy dates|date=April 2021}}

{{Infobox company

| name = IO Interactive A/S

| logo = File:IO Interactive full logo.svg

| former_name = IO Interactive ApS {{nowrap|(1998–2000)}}

| type = Private

| industry = Video games

| founded = {{Start date and age|df=yes|1998|09|16}}

| founders = {{Unbulleted list|class=nowrap|Jesper Vorsholt Jørgensen|Rasmus Guldberg-Kjær|Martin Munk Pollas|Karsten Lemann Hvidberg|Jacob Andersen|Janos Flösser|David Guldbrandsen}}

| hq_location_city = Copenhagen

| hq_location_country = Denmark

| key_people = Hakan B. Abrak (CEO)

| products = {{Unbulleted list|Hitman series|Kane & Lynch series|Freedom Fighters|Mini Ninjas}}

| num_employees = 151{{cite web |url=https://regnskaber.cvrapi.dk/90261242/amNsb3VkczovLzAzLzAxLzkyLzZmLzIxL2U2NTktNGM0Zi05MmU4LWEzMDEwNjI4ZGM3MA.pdf |title=IO Interactive A/S Annual report 2021/22 |date=8 August 2022 |access-date=9 May 2023 }}

| num_employees_year = 2022

| parent = Square Enix Europe {{nowrap|(2004–2017)}}

| subsid = {{Unbulleted list|IOI Barcelona|IOI Brighton|IOI Istanbul|IOI Malmö}}

| website = {{URL|https://www.ioi.dk/|ioi.dk}}

}}

IO Interactive A/S (IOI) is a Danish video game developer based in Copenhagen, best known for creating and developing the Hitman and Kane and Lynch franchises. IO Interactive's most recent game is Hitman 3, which was released in January 2021.

The company was founded in September 1998 as a joint venture between the seven-man development team of Reto-Moto and film studio Nordisk Film. IO Interactive was acquired by publisher Eidos Interactive for {{GBP|23 million|link=yes}} in March 2004, which saw itself acquired by Square Enix and renamed as Square Enix Europe in 2009. In May 2017, Square Enix ceased funding for IO Interactive and started seeking a buyer for the studio. IO Interactive performed a management buyout in June 2017, becoming independent and regaining the rights to their Hitman and Freedom Fighters franchises. IO Interactive employs 200 people as of January 2021 and operates four subsidiary studios: IOI Malmö in Malmö, Sweden; IOI Barcelona in Barcelona, Spain, IOI Istanbul in Istanbul, Turkey, and IOI Brighton in Brighton, England.

History

= Background and foundation (1997–1998) =

File:IO Interactive sign.jpg

In 1997, Reto-Moto was founded as a video game developer in Copenhagen.{{cite web |url=https://www.engadget.com/2008/04/11/former-hitman-kane-and-lynch-creators-launch-reto-moto/ |title=Former Hitman, Kane and Lynch creators launch Reto-Moto |first=Jason |last=Dobson |date=11 April 2008 |website=Engadget |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612144110/https://www.engadget.com/2008/04/11/former-hitman-kane-and-lynch-creators-launch-reto-moto/ |archive-date=12 June 2018 |url-status=live}} Before the studio finished any games, they struck a partnership with Danish film studio Nordisk Film in 1998 that would lead to the creation of a developer jointly owned by the two companies.{{cite web |url=https://www.gamespot.com/articles/hitman-devs-go-solo-with-reto-moto/1100-6189099/ |title=Hitman devs go solo with Reto-Moto |first=Brendan |last=Sinclair |date=11 April 2008 |website=GameSpot |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612162220/https://www.gamespot.com/articles/hitman-devs-go-solo-with-reto-moto/1100-6189099/ |archive-date=12 June 2018 |url-status=live}} The resulting company, IO Interactive, was established on 16 September 1998,{{cite web |url=https://datacvr.virk.dk/data/visenhed?enhedstype=virksomhed&id=24216209&language=en-gb |title=IO Interactive A/S |website=Virk |access-date=22 September 2019 |archive-url=https://web.archive.org/web/20190922203109/https://datacvr.virk.dk/data/visenhed?enhedstype=virksomhed&id=24216209&language=en-gb |archive-date=22 September 2019 |url-status=live}} with Reto-Moto's seven employees—Jesper Vorsholt Jørgensen, Rasmus Guldberg-Kjær, Martin Munk Pollas, Karsten Lemann Hvidberg, Jacob Andersen, Janos Flösser, and David Guldbrandsen—serving as the founders and initial staff of IO Interactive.{{cite web |url=https://www.business.dk/diverse/hitman-solgt-til-england |title=Hitman solgt til England |language=da |trans-title=Hitman sold to England |date=4 March 2004 |website=Berlingske Business |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180527201639/https://www.business.dk/diverse/hitman-solgt-til-england |archive-date=27 May 2018 |url-status=live}}{{cite web |url=https://gamasutra.com/view/news/117054/QA_The_Then_And_Now_of_Hitman_Dev_IO_Interactive.php |title=Q&A: The Then And Now of Hitman Dev IO Interactive |first=Thomas |last=Puha |date=18 November 2009 |website=Gamasutra |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143601/https://www.gamasutra.com/view/news/117054/QA_The_Then_And_Now_of_Hitman_Dev_IO_Interactive.php |archive-date=12 June 2018 |url-status=live}} Nordisk Film and the seven founders each held a 50% stake in the venture. By March 2004, Nordisk Film owned 40.3% in IO Interactive.

= ''Hitman: Codename 47'' (1998–2000) =

Early on, IO Interactive conceptualised a fantasy massively multiplayer online game (MMO) entitled Rex Dominus, however, Nordisk Film staff asked the development team to cease production on Rex Dominus and "test [themselves]" by developing a "simple shooter" instead.{{cite magazine |url=https://www.pressreader.com/uk/retro-gamer/20180517/281681140513757 |title=The Making Of: Hitman: Codename 47 |first=Edward |last=Love |magazine=Retro Gamer |issue=181 |date=17 May 2018 |publisher=Future Publishing |pages=86–89 |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143534/https://www.pressreader.com/uk/retro-gamer/20180517/281681140513757 |archive-date=12 June 2018 |url-status=live}} As such, the team opted for a run-and-gun action game, as it took less time to develop compared to an MMO, drawing inspiration from John Woo films, such as Hard Boiled and The Killer. They turned to develop for personal computers (PCs), because they were unable to acquire development kits for consoles, and had also found interest in the steady increase of PCs' 3D graphics capabilities.

A part of the development on the game, which would later become Hitman: Codename 47, was the creation of the Glacier, the studio's proprietary game engine that fit their needs; co-founder Andersen stated: "Since killing was the main theme of the game, we wanted to do something special. [...] Standard 'death animations' just looked too static so some of the coders tried to see if they could use real-time inverse kinematics for the falling bodies. The first versions ran terribly slowly until one of the programmers figured out a way to fake the whole calculation." This led to the first use of advanced ragdoll physics in a video game. This physics system caught the eyes of British publisher Eidos Interactive, and especially staff member Jonas Eneroth, who thought that the system could greatly benefit Codename 47{{'s}} gameplay. Following six months of negotiations, a publishing deal was signed between IO Interactive and Eidos Interactive.{{cite web |url=https://www.ign.com/articles/2013/02/19/killing-them-softly-the-hitman-story-part-1 |title=Killing Them Softly: The Hitman Story, Part 1 |first=Luke |last=Reilly |date=18 February 2013 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612144028/https://www.ign.com/articles/2013/02/19/killing-them-softly-the-hitman-story-part-1 |archive-date=12 June 2018 |url-status=live}} Eneroth became executive producer on the project.

As executive producer, Eneroth encouraged the development team to stray away from the run-and-gun gameplay, and instead focus on a "methodical experience", including dragging dead bodies around the scene to create tension. He had previously worked on Deus Ex and Thief: The Dark Project, which had heavily exposed him to the stealth game mechanics he wished to see in Codename 47. The game was released on 19 November 2000,{{cite web |url=https://www.ign.com/articles/2012/10/01/ign-presents-the-history-of-hitman |title=IGN Presents: The History of Hitman |first=Rus |last=McLaughlin |date=1 October 2012 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612141934/https://www.ign.com/articles/2012/10/01/ign-presents-the-history-of-hitman |archive-date=12 June 2018 |url-status=live}} with reception mixed due to the difficulty of the game.

= Further ventures (2000–2004) =

In October 2001, Eidos Interactive announced Hitman 2: Silent Assassin, a sequel to Codename 47.{{cite web |url=https://www.gamespot.com/articles/hitman-2-silent-assassin-announced/1100-2816436/ |title=Hitman 2: Silent Assassin announced |first=Trey |last=Walker |date=4 October 2001 |website=GameSpot |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143508/https://www.gamespot.com/articles/hitman-2-silent-assassin-announced/1100-2816436/ |archive-date=12 June 2018 |url-status=live}} Following a slight delay in March 2002,{{cite web |url=https://www.gamespot.com/articles/hitman-2-delayed/1100-2855919/ |title=Hitman 2 delayed |first=Trey |last=Walker |date=17 May 2006 |website=GameSpot |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612142258/https://www.gamespot.com/articles/hitman-2-delayed/1100-2855919/ |archive-date=12 June 2018 |url-status=live}} it was released in October 2002, this time for Microsoft Windows, as well as PlayStation 2 and Xbox.{{cite web |url=https://www.gamespot.com/articles/hitman-2-goes-gold/1100-2882045/ |title=Hitman 2 goes gold |first=Sam |last=Parker |date=30 September 2002 |website=GameSpot |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143414/https://www.gamespot.com/articles/hitman-2-goes-gold/1100-2882045/ |archive-date=12 June 2018 |url-status=live}} To more easily overcome the challenge of bringing the game to consoles, IO Interactive grew "considerably" in headcount. The game was received well by critics; according to Greg Kasavin in his review for GameSpot, "Hitman 2 fixes virtually all of the problems of its predecessor".{{cite web |url=https://www.gamespot.com/reviews/hitman-2-silent-assassin-review/1900-2884881/ |title=Hitman 2: Silent Assassin Review |first=Greg |last=Kasavin |date=8 October 2002 |website=GameSpot |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612142338/https://www.gamespot.com/reviews/hitman-2-silent-assassin-review/1900-2884881/ |archive-date=12 June 2018 |url-status=live}} The success of Silent Assassin came as a surprise to the team, and was swiftly followed up with by porting the game to GameCube the following year.{{cite web |url=https://www.gamespot.com/articles/hitman-2-announced-for-the-gamecube/1100-2896304/ |title=Hitman 2 announced for the GameCube |first=Justin |last=Calvert |date=31 October 2002 |website=GameSpot |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612140746/https://www.gamespot.com/articles/hitman-2-announced-for-the-gamecube/1100-2896304/ |archive-date=12 June 2018 |url-status=live}}

In 2003, IO Interactive decided to open a Hungarian offshoot, named IO Interactive Hungary. To properly establish the studio, 50 Hungarian staff were hired and brought to the company's Copenhagen headquarters for a six-month training programme. However, after the training had been finished, IO Interactive realised that there were 50 people with talent but no leadership that could guide them when in Hungary. Instead of fulfilling the Hungarian subsidiary, IO Interactive opted to offer all 50 people jobs at their headquarters, to which most of them agreed. In October that year, Electronic Arts released Freedom Fighters, an IO Interactive-developed third-person shooter which was previously announced as Freedom: The Battle for Liberty Island in May 2002.{{cite web |url=https://www.ign.com/articles/2003/10/01/freedom-fighters-ships |title=Freedom Fighters Ships |first=David |last=Adams |date=1 October 2003 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612140940/https://www.ign.com/articles/2003/10/01/freedom-fighters-ships |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.gamespot.com/articles/e3-2002-freedomthe-battle-for-liberty-island-announced/1100-2866557/ |title=E3 2002: Freedom:The Battle for Liberty Island announced |first=Andrew |last=Park |date=21 May 2002 |website=GameSpot |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143727/https://www.gamespot.com/articles/e3-2002-freedomthe-battle-for-liberty-island-announced/1100-2866557/ |archive-date=12 June 2018 |url-status=live}} Although a sequel to Freedom Fighters has been anticipated, IO Interactive has been unable to comment on whether such a game was in development.{{cite web |url=https://www.vg247.com/2010/01/15/io-gives-no-comment-to-freedom-fighters-2/ |title=IO gives "no comment" to Freedom Fighters 2 |first=Johnny |last=Cullen |date=15 January 2010 |website=VG247 |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612145602/https://www.vg247.com/2010/01/15/io-gives-no-comment-to-freedom-fighters-2/ |archive-date=12 June 2018 |url-status=live}}

= Acquisition by Eidos Interactive, further ''Hitman'' releases (2004–2006) =

On 3 March 2004, Eidos Interactive announced that they were acquiring IO Interactive for {{GBP|23 million|link=yes}} in cash and stock, plus another {{GBP|5 million}} linked to the studio's performance in the following four years.{{cite web |url=https://www.gamesindustry.biz/articles/eidos-acquires-hitman-developer-as-profits-rise |title=Eidos acquires Hitman developer as profits rise |first=Rob |last=Fahey |date=4 March 2004 |website=GamesIndustry.biz |access-date=22 September 2019 |archive-url=https://web.archive.org/web/20190922203243/https://www.gamesindustry.biz/articles/eidos-acquires-hitman-developer-as-profits-rise |archive-date=22 September 2019 |url-status=live}}{{cite web |url=https://www.gamespot.com/articles/eidos-announces-results-and-acquisition-of-io-interactive/1100-6090628/ |title=Eidos announces results and acquisition of Io Interactive |first=Justin |last=Calvert |date=4 March 2004 |website=GameSpot |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612142605/https://www.gamespot.com/articles/eidos-announces-results-and-acquisition-of-io-interactive/1100-6090628/ |archive-date=12 June 2018 |url-status=live}} The deal closed on 31 March that year. At the time, IO Interactive was Europe's 10th largest video game developer, with 140 staff members employed at their offices. The sale was primarily negotiated by founding member Flösser.{{cite web |url=https://www.business.dk/diverse/portraet-flygtningen-og-forretningsmanden-floesser |title=Portræt: Flygtningen og forretningsmanden Flösser |language=da |trans-title=Portrait: The refugee and businessman Flösser |date=4 March 2004 |website=Berlingske Business |access-date=14 July 2018 |archive-url=https://web.archive.org/web/20180714164427/https://www.business.dk/diverse/portraet-flygtningen-og-forretningsmanden-floesser |archive-date=14 July 2018 |url-status=live}}

The first game to release under Eidos Interactive's management was Hitman: Contracts, the third game in the Hitman franchise, which was announced and released in April that year.{{cite web |url=https://www.gamespot.com/articles/hitman-contracts-update/1100-6093118/ |title=Hitman: Contracts Update |first=Ricardo |last=Torres |date=7 April 2004 |website=GameSpot |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143712/https://www.gamespot.com/articles/hitman-contracts-update/1100-6093118/ |archive-date=12 June 2018 |url-status=live}} The game was developed in about nine months, from concept stage to console submission, but was under the influence of "crunch time" throughout the entire development.{{cite web |url=https://www.ign.com/articles/2013/02/25/killing-them-softly-the-hitman-story-part-2 |title=Killing Them Softly: The Hitman Story, Part 2 |first=Luke |last=Reilly |date=24 February 2013 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612145928/https://www.ign.com/articles/2013/02/25/killing-them-softly-the-hitman-story-part-2 |archive-date=12 June 2018 |url-status=live}} Contracts received positive reception.{{cite web |url=https://www.ign.com/articles/2004/04/17/hitman-contracts-2 |title=Hitman: Contracts |first=Douglass C. |last=Perry |date=16 April 2004 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612151356/https://www.ign.com/articles/2004/04/17/hitman-contracts-2 |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.eurogamer.net/articles/r_hitmancontracts_ps2 |title=Hitman: Contracts |first=Kristan |last=Reed |date=15 April 2004 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612231243/https://www.eurogamer.net/articles/r_hitmancontracts_ps2 |archive-date=12 June 2018 |url-status=live}} The next game, Hitman: Blood Money, was announced shortly afterwards, in November 2004.{{cite web |url=https://www.engadget.com/2004/11/05/hitman-blood-money-announced/ |title=Hitman: Blood Money announced |first=James |last=Ransom-Wiley |date=5 November 2004 |website=Engadget |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612142137/https://www.engadget.com/2004/11/05/hitman-blood-money-announced/ |archive-date=12 June 2018 |url-status=live}} Released in May 2006,{{cite web |url=https://www.eurogamer.net/articles/news130406bloodmoney |title=Hitman: Blood Money dated |first=Tom |last=Bramwell |date=13 April 2006 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612235305/https://www.eurogamer.net/articles/news130406bloodmoney |archive-date=12 June 2018 |url-status=live}} the game was praised by critics and retrospectively multiply referred to as the best game in the Hitman series.{{cite web |url=https://www.pcgamer.com/reinstall-hitman-blood-money/ |title=Reinstall: Hitman: Blood Money |first=Tom |last=Francis |date=10 February 2013 |website=PC Gamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612141042/https://www.pcgamer.com/reinstall-hitman-blood-money/ |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.eurogamer.net/articles/2012-11-18-hitman-blood-money-retrospective |title=Hitman: Blood Money retrospective |first=Phill |last=Cameron |date=18 November 2012 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612233834/https://www.eurogamer.net/articles/2012-11-18-hitman-blood-money-retrospective |archive-date=12 June 2018 |url-status=live}}

= Other games (2006–2010) =

IO Interactive announced their next game, Kane & Lynch: Dead Men, in August 2006.{{cite web |url=https://www.ign.com/articles/2006/08/19/gc-2006-kane-and-lynch-dead-men-revealed |title=GC 2006: Kane and Lynch: Dead Men Revealed |first=Erik |last=Brudvig |date=18 August 2006 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612144126/https://www.ign.com/articles/2006/08/19/gc-2006-kane-and-lynch-dead-men-revealed |archive-date=12 June 2018 |url-status=live}} Unlike their Hitman games, Kane & Lynch: Dead Men played as a linear, cooperative gameplay-focused third-person shooter, as opposed to Hitman{{'s}} sandbox solo stealth gameplay.{{cite web |url=https://www.ign.com/articles/2007/06/28/kane-and-lynch-hands-on |title=Kane and Lynch Hands-on |first=Erik |last=Brudvig |date=27 June 2007 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612151616/https://www.ign.com/articles/2007/06/28/kane-and-lynch-hands-on |archive-date=12 June 2018 |url-status=live}} Released in November 2007,{{cite web |url=https://www.eurogamer.net/articles/kane-and-lynch-dated |title=Kane & Lynch dated |first=Tom |last=Bramwell |date=27 September 2007 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612142954/https://www.eurogamer.net/articles/kane-and-lynch-dated |archive-date=12 June 2018 |url-status=live}} the game gained mixed reviews, wherein some reviewers felt like the game had a disconnect with modern gameplay styles.{{cite web |url=https://www.ign.com/articles/2007/11/27/kane-lynch-dead-men-review |title=Kane & Lynch: Dead Men Review |first=Erik |last=Brudvig |date=26 November 2007 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612151702/https://www.ign.com/articles/2007/11/27/kane-lynch-dead-men-review |archive-date=12 June 2018 |url-status=live}} On 11 April 2008, four of IO Interactive's co-founders, Vorsholt Jørgensen, Pollas, Andersen and Guldbrandsen, announced that they had, together with former Eidos Interactive executive producer Neil Donnell, reformed Reto-Moto as an active developer.{{cite web |url=https://www.shacknews.com/article/52207/hitman-veterans-leave-io-form |title=Hitman Veterans Leave IO, Form Reto-Moto |first=Chris |last=Faylor |date=14 April 2008 |website=Shacknews |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612140108/https://www.shacknews.com/article/52207/hitman-veterans-leave-io-form |archive-date=12 June 2018 |url-status=live}} Guldbrandsen and Donnell became chief technology officer and chief executive officer, respectively.{{cite web |url=https://gamasutra.com/view/news/109173/IO_Interactive_Founders_Reform_Reto_Moto.php |title=IO Interactive Founders Reform Reto Moto |first=Mathew |last=Kumar |date=11 April 2008 |website=Gamasutra |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143218/https://www.gamasutra.com/view/news/109173/IO_Interactive_Founders_Reform_Reto_Moto.php |archive-date=12 June 2018 |url-status=live}} Six further IO Interactive employees followed to Reto-Moto in December that year.{{cite web |url=https://www.mcvuk.com/more-io-interactive-employees-join-reto-moto/ |title=More IO Interactive employees join Reto-Moto |first=Will |last=Freeman |date=12 December 2008 |website=MCV |access-date=22 September 2019 |archive-url=https://web.archive.org/web/20190922203413/https://www.mcvuk.com/more-io-interactive-employees-join-reto-moto/ |archive-date=22 September 2019 |url-status=live}} Co-founder and at the time managing director Flösser left the company in April 2008, and was succeeded by Niels Jørgensen, who had joined the company in 2002.{{cite web |url=https://www.computerworld.dk/art/45384/janos-fl-sser-forlader-io-interactive |title=Janos Flösser forlader IO Interactive |language=da |trans-title=Janos Flösser leaves IO Interactive |first=Nicolai |last=Devantier |date=16 April 2008 |website=Computerworld.dk |access-date=25 August 2018 |archive-url=https://web.archive.org/web/20180826043835/https://www.computerworld.dk/art/45384/janos-fl-sser-forlader-io-interactive |archive-date=26 August 2018 |url-status=live}}

In January 2009, Eidos Interactive announced IO Interactive-developed Mini Ninjas, a family-friendly game, as opposed to all of the studio's previous titles.{{cite web |url=https://www.eurogamer.net/articles/io-interactive-ditches-hitmen-for-ninjas |title=Eidos unveils new Mini Ninjas game |first=Robert |last=Purchese |date=19 January 2009 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612150447/https://www.eurogamer.net/articles/io-interactive-ditches-hitmen-for-ninjas |archive-date=12 June 2018 |url-status=live}} Jørgensen explained that, using Mini Ninjas, the studio wanted to reach a broader demographic in the gaming market. Shortly after the announcement of Mini Ninjas, in April 2009, Eidos Interactive was acquired by Japanese video game conglomerate Square Enix for {{GBP|84.3 million}}.{{cite web |url=https://www.gamespot.com/articles/square-enix-closes-on-eidos-final-fantasy-sells-85-million/1100-6208436/ |title=Square Enix closes on Eidos, Final Fantasy sells 85 million |author=Gamespot Staff |date=25 April 2009 |website=GameSpot |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612140552/https://www.gamespot.com/articles/square-enix-closes-on-eidos-final-fantasy-sells-85-million/1100-6208436/ |archive-date=12 June 2018 |url-status=live}} Eidos Interactive was reorganised over the course of 2009 and became known as Square Enix Europe in November that year.{{cite web |url=https://www.engadget.com/2009/11/10/goodbye-eidos-hello-square-enix-europe/ |title=Goodbye Eidos, hello Square Enix Europe |first=Alexander |last=Sliwinski |date=10 November 2009 |website=Engadget |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612135921/https://www.engadget.com/2009/11/10/goodbye-eidos-hello-square-enix-europe/ |archive-date=12 June 2018 |url-status=live}} Square Enix Europe continued to oversee their previously owned development studios, including IO Interactive.{{cite web |url=https://www.gamesindustry.biz/articles/square-enix-confirms-european-identity |title=Square Enix confirms European identity |first=Phil |last=Elliott |date=10 November 2009 |website=GamesIndustry.biz |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612141944/https://www.gamesindustry.biz/articles/square-enix-confirms-european-identity |archive-date=12 June 2018 |url-status=live}} Speaking for IO Interactive, Karsten Lund stated that the studio experienced "no loss of freedom" following the buyout.{{cite web |url=https://www.vg247.com/2010/01/15/no-loss-of-freedom-after-eidos-square-enix-takeover-says-io/ |title=No loss of "freedom" after Eidos-Square Enix takeover, says IO |first=Johnny |last=Cullen |date=15 January 2010 |website=VG247 |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612145942/https://www.vg247.com/2010/01/15/no-loss-of-freedom-after-eidos-square-enix-takeover-says-io/ |archive-date=12 June 2018 |url-status=live}}

A sequel to Kane & Lynch: Dead Men, titled Kane & Lynch 2: Dog Days, was announced in November 2009,{{cite web |url=https://www.shacknews.com/article/61294/kane-lynch-2-dog-days |title=Kane & Lynch 2: Dog Days Announced |first=Alice |last=O'Connor |date=18 November 2009 |website=Shacknews |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612140644/https://www.shacknews.com/article/61294/kane-lynch-2-dog-days |archive-date=12 June 2018 |url-status=live}} and released in August 2010.{{cite web |url=https://www.ign.com/articles/2010/03/17/kane-lynch-2-release-date |title=Kane & Lynch 2 Release Date |first=Erik |last=Brudvig |date=17 March 2010 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612144025/https://www.ign.com/articles/2010/03/17/kane-lynch-2-release-date |archive-date=12 June 2018 |url-status=live}} Critics found that most elements in the game had deliberately been made "ugly" to better fit into the well-told story of the game.{{cite web |url=https://www.eurogamer.net/articles/2018-05-13-kane-and-lynch-2-is-nasty-pointless-and-well-worth-playing |title=Kane & Lynch 2 is nasty, pointless, and well worth playing |first=Rick |last=Lane |date=13 May 2018 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612144530/https://www.eurogamer.net/articles/2018-05-13-kane-and-lynch-2-is-nasty-pointless-and-well-worth-playing |archive-date=12 June 2018 |url-status=live}} In a November 2009 interview with gaming website Gamasutra, Jørgensen revealed that, due to the high costs associated with living in Scandinavia, much of the company's graphic department had been outsourced to Shanghai. The Chinese office had been set up by two Danish representatives from IO Interactive, with one Dane permanently residing in Shanghai to look over the outsourcing progress. In March 2010, 35 of previously 200 employees were let go from the company.{{cite web |url=https://gamasutra.com/view/news/118797/Report_IO_Interactive_Makes_Round_Of_Layoffs.php |title=Report: IO Interactive Makes Round Of Layoffs |first=Kris |last=Graft |date=29 March 2010 |website=Gamasutra |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612135914/https://www.gamasutra.com/view/news/27854/Report_IO_Interactive_Makes_Round_Of_Layoffs.php |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.shacknews.com/article/63060/layoffs-hit-hitman-developer-io |title=Layoffs Hit Hitman Developer IO Interactive |first=Brian |last=Leahy |date=30 March 2010 |website=Shacknews |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143840/https://www.shacknews.com/article/63060/layoffs-hit-hitman-developer-io |archive-date=12 June 2018 |url-status=live}} A further 30 people were laid off in November that year, supposedly due to the cancellation of a project that was in development for Microsoft.{{cite web |url=https://www.shacknews.com/article/66278/io-interactive-lays-off-30 |title=IO Interactive Lays Off 30; Rumored to be Due to Canceled Microsoft Project |first=Brian |last=Leahy |date=1 November 2010 |website=Shacknews |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143123/https://www.shacknews.com/article/66278/io-interactive-lays-off-30 |archive-date=12 June 2018 |url-status=live}}

= Return to ''Hitman'' (2011–2016) =

In May 2011, IO Interactive and Square Enix announced that they would be returning to the Hitman franchise through a new entry, Hitman: Absolution.{{cite web |url=https://www.gamesradar.com/hitman-absolution-officially-announced-for-2012-with-painfully-vague-teaser/ |title=Hitman: Absolution officially announced for 2012 with painfully vague teaser |first=Henry |last=Gilbert |date=11 May 2011 |website=GamesRadar+ |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612135924/https://www.gamesradar.com/hitman-absolution-officially-announced-for-2012-with-painfully-vague-teaser/ |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.mcvuk.com/hitman-absolution-announced/ |title=Hitman: Absolution announced |first=Ben |last=Parfitt |date=11 May 2011 |website=MCV |access-date=22 September 2019 |archive-url=https://web.archive.org/web/20190922203508/https://www.mcvuk.com/hitman-absolution-announced/ |archive-date=22 September 2019 |url-status=live}} A spin-off demo, Hitman: Sniper Challenge, was released in May 2012.{{cite web |url=https://www.polygon.com/gaming/2012/5/10/3011757/hitman-absolution-out-november-20-sniper-challenge-announced |title=Hitman: Absolution out November 20, Sniper Challenge announced |first=Emily |last=Gera |date=10 May 2012 |website=Polygon |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612141331/https://www.polygon.com/gaming/2012/5/10/3011757/hitman-absolution-out-november-20-sniper-challenge-announced |archive-date=12 June 2018 |url-status=live}} Absolution was released in November that year,{{cite web |url=https://www.eurogamer.net/articles/2012-05-10-hitman-absolution-release-date-announced |title=Hitman: Absolution release date announced |first=Wesley |last=Yin-Poole |date=10 May 2012 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612225711/https://www.eurogamer.net/articles/2012-05-10-hitman-absolution-release-date-announced |archive-date=12 June 2018 |url-status=live}} and, like Blood Money, saw highly positive reception from critics.{{cite web |url=https://www.ign.com/articles/2012/11/18/hitman-absolution-review |title=Hitman: Absolution Review |first=Luke |last=Reilly |date=18 November 2012 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143733/https://www.ign.com/articles/2012/11/18/hitman-absolution-review |archive-date=12 June 2018 |url-status=live}} However, many fans of the series, including the developers at IO Interactive, felt like Absolution was leaning too far into the mainstream, as a result of which they were losing their core player base.{{cite web |url=https://www.usgamer.net/articles/hitman-season-one-looking-back-with-creative-director-christian-elverdam |title=Hitman Season One: Looking Back With Creative Director Christian Elverdam |first=Mike |last=Williams |date=18 March 2017 |website=USgamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143031/https://www.usgamer.net/articles/hitman-season-one-looking-back-with-creative-director-christian-elverdam |archive-date=12 June 2018 |url-status=live}} In February 2012, Square Enix opened a new Copenhagen office under the IO Interactive name.{{cite web |url=https://www.eurogamer.dk/articles/2012-02-21-io-aabner-nyt-studie-i-k-benhavn |title=IO åbner nyt studie i København |language=da |trans-title=IO opens new studio in Copenhagen |first=Jesper Krogh |last=Kristiansen |date=21 February 2012 |website=Eurogamer.dk |access-date=17 December 2018 |archive-url=https://web.archive.org/web/20181217154628/https://www.eurogamer.dk/articles/2012-02-21-io-aabner-nyt-studie-i-k-benhavn |archive-date=17 December 2018 |url-status=dead }} The following March, this new office was announced to be Hapti.co, a subsidiary studio focused on mobile games.{{cite web |url=https://www.eurogamer.dk/articles/2012-03-14-spildesign-danmark-nyt-spilstudie-hapti.co-kobenhavn-soeger-mandskab |title=Nyt spilstudie i København søger folk |language=da |trans-title=New gaming studio in Copenhagen is looking for people |first=Kristian |last=West |date=14 March 2012 |website=Eurogamer.dk |access-date=17 December 2018 |archive-url=https://web.archive.org/web/20181217154618/https://www.eurogamer.dk/articles/2012-03-14-spildesign-danmark-nyt-spilstudie-hapti.co-kobenhavn-soeger-mandskab |archive-date=17 December 2018 |url-status=dead }} Hapti.co was sold to Wargaming Mobile, the mobile games division of publisher Wargaming, in September 2017, and was renamed as Wargaming Copenhagen.{{cite web |url=https://www.mcvuk.com/wargaming-mobile-acquire-danish-studio-hapti-co/ |title=Wargaming Mobile acquire Danish studio Hapti.co |first=Sean |last=Cleaver |date=8 September 2017 |website=MCV |access-date=22 September 2019 |archive-url=https://web.archive.org/web/20190922203510/https://www.mcvuk.com/wargaming-mobile-acquire-danish-studio-hapti-co/ |archive-date=22 September 2019 |url-status=live}}

In June 2013, 70 staff members, half of IO Interactive's workforce at the time, were made redundant due to "internal adjustments to face the challenges of today's market".{{cite web |url=https://www.eurogamer.net/articles/2013-06-17-io-interactive-lays-off-nearly-half-its-staff |title=IO Interactive cancels everything that isn't Hitman, including Kane & Lynch |first=Jeffrey |last=Matulef |date=17 June 2013 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612230241/https://www.eurogamer.net/articles/2013-06-17-io-interactive-lays-off-nearly-half-its-staff |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.videogamer.com/news/io-interactive-redundancies-affect-around-70-2 |title=IO Interactive redundancies affect 'around 70' |first=David |last=Scammell |date=25 June 2013 |website=VideoGamer.com |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612140325/https://www.videogamer.com/news/io_interactive_redundancies_affect_around_70_2 |archive-date=12 June 2018 |url-status=live}} Square Enix announced that, from that point on, IO Interactive would exclusively focus on the development of new entries in the Hitman franchise.{{cite web |url=https://www.videogamer.com/news/io-interactive-halves-workforce-will-focus-only-on-hitman-franchise |title=IO Interactive halves workforce, will focus only on Hitman franchise |first=James |last=Orry |date=17 June 2013 |website=VideoGamer.com |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143402/https://www.videogamer.com/news/io_interactive_halves_workforce_will_focus_only_on_hitman_franchise |archive-date=12 June 2018 |url-status=live}} At the same time, Hannes Seifert, who for the past three years had held the position of production director at IO Interactive, took over the company's management as studio head.{{cite web |url=https://www.polygon.com/2013/6/17/4438534/io-interactive-lays-off-almost-half-its-staff-focusing-on-hitman |title=Io Interactive lays off 'almost half' its staff, focusing on Hitman (update) |first=Colin |last=Campbell |date=17 June 2013 |website=Polygon |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612142709/https://www.polygon.com/2013/6/17/4438534/io-interactive-lays-off-almost-half-its-staff-focusing-on-hitman |archive-date=12 June 2018 |url-status=live}} At a June 2015 press conference, Sony announced that a new game in the Hitman series, simply titled Hitman, had been slated for a December 2015 release.{{cite web |url=https://www.ign.com/articles/2015/06/16/e3-2015-next-hitman-announced-at-sony-conference |title=E3 2015: Next Hitman Announced at Sony Conference |first=Brian |last=Albert |date=15 June 2015 |website=IGN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612151739/https://www.ign.com/articles/2015/06/16/e3-2015-next-hitman-announced-at-sony-conference |archive-date=12 June 2018 |url-status=live}} The game was shortly delayed to March 2016,{{cite web |url=https://www.eurogamer.net/articles/2015-09-22-hitman-delayed-until-march-2016 |title=Hitman delayed until March 2016 |first=Jeffrey |last=Matulef |date=22 September 2015 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612141925/https://www.eurogamer.net/articles/2015-09-22-hitman-delayed-until-march-2016 |archive-date=12 June 2018 |url-status=live}} and later announced to be released in an episodic model.{{cite web |url=https://www.polygon.com/2016/1/14/10770628/hitman-dlc-fully-episodic |title=Hitman changes release structure again, now 'fully episodic' |first=Michael |last=McWhertor |date=14 January 2016 |website=Polygon |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612142445/https://www.polygon.com/2016/1/14/10770628/hitman-dlc-fully-episodic |archive-date=12 June 2018 |url-status=live}} As such, starting in March 2016, the first season for the game was released through six episodes, the last of which was released in October 2016.{{cite web |url=https://www.vg247.com/2016/10/12/hitman-episode-6-hokkaido-is-the-season-finale-and-out-later-this-month/ |title=Hitman: Episode 6 – Hokkaido is the Season Finale and out later this month |first=Stephany |last=Nunneley |date=12 October 2016 |website=VG247 |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612145235/https://www.vg247.com/2016/10/12/hitman-episode-6-hokkaido-is-the-season-finale-and-out-later-this-month/ |archive-date=12 June 2018 |url-status=live}} Around the same time, Ryan Barnard, previously director of the game The Division, left Massive Entertainment to join IO Interactive.{{cite web |url=https://www.eurogamer.net/articles/2016-03-21-the-division-director-joins-hitman-developer-io-interactive |title=The Division director joins Hitman developer Io-Interactive |first=Jeffrey |last=Matulef |date=21 March 2016 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612225636/https://www.eurogamer.net/articles/2016-03-21-the-division-director-joins-hitman-developer-io-interactive |archive-date=12 June 2018 |url-status=live}} At the time, IO Interactive had 170 employees,{{cite web |url=https://www.mcvuk.com/the-division-director-jumps-ship-to-io-interactive/ |title=The Division director jumps ship to IO Interactive |first=Matthew |last=Jarvis |date=18 March 2016 |website=MCV |access-date=22 September 2019 |archive-url=https://web.archive.org/web/20190922203513/https://www.mcvuk.com/the-division-director-jumps-ship-to-io-interactive/ |archive-date=22 September 2019 |url-status=live}} and was the largest video game developer in Denmark.{{cite web |url=https://www.business.dk/digital/japanske-ejere-sparker-benene-vaek-under-dansk-spilgigant |title=Japanske ejere sparker benene væk under dansk spilgigant |language=da |trans-title=Japanese owners kick their legs away under the Danish gaming giant |first=Thomas |last=Breinstrup |date=11 May 2017 |website=Berlingske Business |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612141143/https://www.business.dk/digital/japanske-ejere-sparker-benene-vaek-under-dansk-spilgigant |archive-date=12 June 2018 |url-status=live}}

= Management buyout, further ''Hitman'' games, ''Project 007'' (2017–present) =

Seifert announced in February 2017 that he had left IO Interactive to return to his home country of Austria to pursue an unannounced project.{{cite web |url=https://www.gamesindustry.biz/articles/2017-02-23-io-interactive-names-new-studio-head |title=IO Interactive names new studio head |first=James |last=Batchelor |date=23 February 2017 |website=GamesIndustry.biz |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612141010/https://www.gamesindustry.biz/articles/2017-02-23-io-interactive-names-new-studio-head |archive-date=12 June 2018 |url-status=live}} Hakan B. Abrak, also formerly production director for the studio, took over his duties, becoming chief executive officer.{{cite web |url=https://gamasutra.com/view/news/292308/IO_Interactive_studio_head_leaves_Hitman_dev_after_seven_years.php |title=IO Interactive studio head leaves Hitman dev after seven years |first=Chris |last=Kerr |date=23 February 2017 |website=Gamasutra |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612140153/https://www.gamasutra.com/view/news/292308/IO_Interactive_studio_head_leaves_Hitman_dev_after_seven_years.php |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.destructoid.com/agent-47-is-bald-because-hair-was-just-too-difficult-504594.phtml |title=Agent 47 is bald because hair was just too difficult |first=Jordan |last=Devore |date=26 May 2018 |website=Destructoid |access-date=22 September 2019 |archive-url=https://web.archive.org/web/20190922203515/https://www.destructoid.com/agent-47-is-bald-because-hair-was-just-too-difficult-504594.phtml |archive-date=22 September 2019 |url-status=live}}

In May 2017, Square Enix announced that they had withdrawn funding from IO Interactive and would begin negotiating with potential investors that would want to purchase the studio.{{cite web |url=https://www.polygon.com/2017/5/11/15623158/io-interactive-square-enix-split-hitman |title=Square Enix drops Hitman developer IO Interactive |first=Samit |last=Sarkar |date=11 May 2017 |website=Polygon |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180831213743/https://www.polygon.com/2017/5/11/15623158/io-interactive-square-enix-split-hitman |archive-date=31 August 2018 |url-status=live}} Several jobs were cut at IO Interactive shortly following that announcement.{{cite web |url=https://www.gamesindustry.biz/articles/2017-05-23-jobs-lost-at-io-interactive-as-square-enix-searches-for-buyer |title=Jobs lost at IO Interactive as Square Enix searches for buyer |first=James |last=Batchelor |date=23 May 2017 |website=GamesIndustry.biz |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612142911/https://www.gamesindustry.biz/articles/2017-05-23-jobs-lost-at-io-interactive-as-square-enix-searches-for-buyer |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.polygon.com/2017/5/23/15680104/hitman-io-interactive-layoffs |title=Hitman studio IO Interactive cuts down on staff |first=Allegra |last=Frank |date=23 May 2017 |website=Polygon |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612140827/https://www.polygon.com/2017/5/23/15680104/hitman-io-interactive-layoffs |archive-date=12 June 2018 |url-status=live}} On 16 June 2017, IO Interactive announced that it had performed a management buyout, as a result of which they became independent.{{cite web |url=https://www.mcvuk.com/io-interactive-becomes-an-independent-studio-retains-hitman-ip/ |title=IO Interactive becomes an independent studio, retains Hitman IP |first=Sean |last=Cleaver |date=16 June 2017 |website=MCV |access-date=22 September 2019 |archive-url=https://web.archive.org/web/20190922203518/https://www.mcvuk.com/io-interactive-becomes-an-independent-studio-retains-hitman-ip/ |archive-date=22 September 2019 |url-status=live}}{{cite web |url=https://www.gamesindustry.biz/articles/2017-06-16-io-interactive-is-now-independent |title=IO Interactive is now independent |first=Matthew |last=Handrahan |date=21 June 2017 |website=GamesIndustry.biz |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143754/https://www.gamesindustry.biz/articles/2017-06-16-io-interactive-is-now-independent |archive-date=12 June 2018 |url-status=live}} Square Enix retained a minor financial stake in IO Interactive.{{cite web |url=https://www.youtube.com/watch?v=_stW6JvB4SI |title=The Fall & Rise of Hitman (Documentary) |author=Noclip |author-link=Noclip |date=29 July 2019 |website=YouTube |access-date=26 December 2019 |archive-url=https://web.archive.org/web/20191211130535/https://www.youtube.com/watch?v=_stW6JvB4SI&feature=applinks |archive-date=11 December 2019 |url-status=live }} The buyout also included the intellectual property (IP) for Hitman and Freedom Fighters, but lacked that of Kane & Lynch and Mini Ninjas.{{cite web |url=https://www.gamesindustry.biz/articles/2017-11-13-io-interactive-targets-more-hitman-and-more-control |title=More Hitman, more control: IO Interactive on its newfound independence |first=Matthew |last=Handrahan |date=13 November 2017 |website=GamesIndustry.biz |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143654/https://www.gamesindustry.biz/articles/2017-11-13-io-interactive-targets-more-hitman-and-more-control |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.pcgamesn.com/hitman/hitman-io-interactive-freedom-fighters |title=Io Interactive still have the rights to Freedom Fighters |first=Dustin |last=Bailey |date=13 November 2017 |website=PCGamesN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612162224/https://www.pcgamesn.com/hitman/hitman-io-interactive-freedom-fighters |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.videogamer.com/news/io-interactive-boss-talks-hitmans-future-reveals-kane-lynch-were-lost-in-the-divorce-from-square-enix |title=IO Interactive boss talks Hitman's future & reveals Kane & Lynch were lost 'in the divorce' from Square Enix |author=VideoGamer.com Staff |date=13 November 2017 |website=VideoGamer.com |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612162114/https://www.videogamer.com/news/io-interactive-boss-talks-hitmans-future-reveals-kane-lynch-were-lost-in-the-divorce-from-square-enix |archive-date=12 June 2018 |url-status=live}} Yosuke Matsuda, president and chief executive officer of Square Enix at the time, stated that the company's decision to divest itself of IO Interactive, alongside Hitman, was made because they felt like the series needed to go on, but would be in better hands with another partner or with IO Interactive itself.{{cite web |url=https://www.gamesindustry.biz/articles/2017-11-22-its-not-hitman-without-io-why-square-enix-set-the-franchise-free |title="It's not Hitman without IO": Why Square Enix set the franchise free |first=James |last=Batchelor |date=22 November 2017 |website=GamesIndustry.biz |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612143321/https://www.gamesindustry.biz/articles/2017-11-22-its-not-hitman-without-io-why-square-enix-set-the-franchise-free |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.rockpapershotgun.com/2017/11/26/square-enix-share-their-reasons-for-dropping-hitman-studio-io/ |title=Square Enix share their reasons for dropping Hitman studio Io |first=Dominic |last=Tarason |date=26 November 2017 |website=Rock Paper Shotgun |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612140823/https://www.rockpapershotgun.com/2017/11/26/square-enix-share-their-reasons-for-dropping-hitman-studio-io/ |archive-date=12 June 2018 |url-status=live}} IO Interactive's associate director, Eskil Mohl, said that, when Square Enix decided to withdraw from the studio, they were already working on Hitman 2, and the job cuts were a necessary step to make sure that the studio would remain viable without Square Enix's backing; Mohl felt that this helped harden the studio to make Hitman 2 a stronger game.{{cite web |url=https://www.gamespot.com/articles/hitman-2-developer-talks-about-its-painful-breakup/1100-6462849/ |title=Hitman 2 Developer Talks About Its Painful Breakup With Square Enix |first=Eddie |last=Makuch |date=28 October 2018 |website=GameSpot |access-date=29 October 2018 |archive-url=https://web.archive.org/web/20181029075405/https://www.gamespot.com/articles/hitman-2-developer-talks-about-its-painful-breakup/1100-6462849/ |archive-date=29 October 2018 |url-status=live}}

IO Interactive confirmed shortly after the split that all profits from 2016's Hitman would from that point go directly to the studio.{{cite web |url=https://www.pcgamesn.com/hitman/hitman-denuvo-removed-io-profits |title=Hitman is no longer Denuvo-protected; all profits from the game now go to the devs |first=Kirk |last=McKeand |date=20 June 2017 |website=PCGamesN |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612140502/https://www.pcgamesn.com/hitman/hitman-denuvo-removed-io-profits |archive-date=12 June 2018 |url-status=live}} In August that year, the studio confirmed that another Hitman game was in development.{{cite web |url=https://www.eurogamer.net/articles/2017-11-08-io-interactive-confirms-that-theres-a-new-hitman-in-the-works |title=IO Interactive confirms that there's a new Hitman in the works |first=Matt |last=Wales |date=8 November 2017 |website=Eurogamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612231830/https://www.eurogamer.net/articles/2017-11-08-io-interactive-confirms-that-theres-a-new-hitman-in-the-works |archive-date=12 June 2018 |url-status=live}} In April 2018, IO Interactive partnered with Warner Bros. Interactive Entertainment (WBIE) to distribute a Definitive Edition of 2016's Hitman, which was released in the following month.{{cite web |url=https://www.polygon.com/2018/4/4/17197174/hitman-definitive-edition-release-date-io-interactive-warner-bros |title=Hitman getting new 'Definitive Edition,' thanks to Warner Bros. |first=Michael |last=McWhertor |date=4 April 2018 |website=Polygon |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612135919/https://www.polygon.com/2018/4/4/17197174/hitman-definitive-edition-release-date-io-interactive-warner-bros |archive-date=12 June 2018 |url-status=live}}{{cite web |url=https://www.usgamer.net/articles/hitman-developers-team-up-with-warner-bros-to-release-new-definitive-edition |title=Hitman Developers Team Up With Warner Bros. to Release New "Definitive Edition" of Hitman |first=Matt |last=Kim |date=4 April 2018 |website=USgamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180612141848/https://www.usgamer.net/articles/hitman-developers-team-up-with-warner-bros-to-release-new-definitive-edition |archive-date=12 June 2018 |url-status=live}} In June 2018, IO Interactive announced Hitman 2.{{cite web |url=https://www.pcgamer.com/hitman-2-announced-for-november-see-the-first-trailer/ |title=Hitman 2 announced for November, see the first trailer |first=Christopher |last=Livingston |date=7 June 2018 |website=PC Gamer |access-date=10 June 2018 |archive-url=https://web.archive.org/web/20180610095435/https://www.pcgamer.com/hitman-2-announced-for-november-see-the-first-trailer/ |archive-date=10 June 2018 |url-status=live}} Unlike 2016's Hitman, Hitman 2 does not feature an episodic release format.{{cite web |url=https://www.pcgamesn.com/hitman-2/hitman-2-reveal-trailer |title=Hitman 2 will release this year and is not episodic |first=Ali |last=Jones |date=7 June 2018 |website=PCGamesN |access-date=7 June 2018 |archive-url=https://web.archive.org/web/20180608225527/https://www.pcgamesn.com/hitman-2/hitman-2-reveal-trailer |archive-date=8 June 2018 |url-status=live}} Published by WBIE, Hitman 2 was released in November that year.{{cite web |url=https://www.polygon.com/2018/6/7/17438514/hitman-2-release-date-announcement |title=Hitman 2 announced, coming this November |first=Michael |last=McWhertor |date=7 June 2018 |website=Polygon |access-date=7 June 2018 |archive-url=https://web.archive.org/web/20180607182754/https://www.polygon.com/2018/6/7/17438514/hitman-2-release-date-announcement |archive-date=7 June 2018 |url-status=live}} On 16 January 2019, IO Interactive opened a subsidiary studio, IOI Malmö, in Malmö, Sweden.{{cite web |url=https://www.gamereactor.eu/news/725893/IO+Interactive+reveals+brand+new+studio+in+Malmo/ |title=IO Interactive reveals brand new studio in Malmö |first=Sergio |last=Figueroa |date=16 January 2019 |website=Gamereactor |access-date=16 January 2019 |archive-url=https://web.archive.org/web/20190116194321/https://www.gamereactor.eu/news/725893/IO+Interactive+reveals+brand+new+studio+in+Malmo/ |archive-date=16 January 2019 |url-status=dead }} IO Interactive continued its partnership with WBIE and, by October 2019, had turned it into a multi-IP deal.{{cite web |url=https://www.gamesindustry.biz/articles/2019-10-10-warner-bros-partners-with-io-interactive-for-new-game |title=Warner Bros partners with IO Interactive for new game |first=Rebekah |last=Valentine |date=10 October 2019 |website=GamesIndustry.biz |access-date=11 October 2019 |archive-url=https://web.archive.org/web/20191010225956/https://www.gamesindustry.biz/articles/2019-10-10-warner-bros-partners-with-io-interactive-for-new-game |archive-date=10 October 2019 |url-status=live }}

In June 2020, IO Interactive announced Hitman 3, the conclusion to their World of Assassination trilogy, which was released on 20 January 2021 for Windows computers and current and next-gen consoles, with IO publishing the game themselves.{{Cite web|date=11 June 2020|title=Announcing Hitman 3|url=http://www.ioi.dk/announcing-hitman-3/|access-date=11 June 2020|website=IO Interactive|language=en-US|archive-date=2 August 2020|archive-url=https://web.archive.org/web/20200802190207/https://www.ioi.dk/announcing-hitman-3/|url-status=live}}

In November 2020, the company announced Project 007, an original James Bond video game, working closely with licensors MGM and Eon Productions.{{cite web |url=https://www.ign.com/articles/hitman-developer-announces-new-bond-game-project-007 |title=Hitman Developer Announces New Bond Game, Project 007 |first=Joe |last=Skrebels |date=19 November 2020 |website=IGN |access-date=19 November 2020 |archive-date=19 November 2020 |archive-url=https://web.archive.org/web/20201119140855/https://www.ign.com/articles/hitman-developer-announces-new-bond-game-project-007 |url-status=live }}{{cite web | url = https://www.eurogamer.net/articles/2020-11-19-hitman-developer-io-reveals-fresh-project | title = Hitman developer IO is making a James Bond game | first = Tom | last = Phillips | date = 19 November 2020 | access-date = 19 November 2020 | website = Eurogamer | archive-date = 19 November 2020 | archive-url = https://web.archive.org/web/20201119141134/https://www.eurogamer.net/articles/2020-11-19-hitman-developer-io-reveals-fresh-project | url-status = live }} IO studio director Hakan Abrak said they had spent about two years in preparing a pitch to the Bond license holders, knowing that the current rights holders, Barbara Broccoli and Michael G. Wilson were dissatisfied with the amount of violence in past Bond video games. IO's Bond will be a wholly original character and not use any of the film actors' likenesses, and Abrak anticipates that this game would be the start of a trilogy of Bond games.{{cite web | url = https://www.vg247.com/2021/01/26/io-bond-trilogy/ | title = IO reckons its Bond game could be start of a trilogy | first = Alex | last = Calvin | date = 26 January 2021 | access-date = 26 January 2021 | website = VG247 | archive-date = 26 January 2021 | archive-url = https://web.archive.org/web/20210126145309/https://www.vg247.com/2021/01/26/io-bond-trilogy/ | url-status = live }} Abrak expected that the game would require them to double their current staff of 200 employees to 400 by the time the first Bond game is released.{{cite web | url = https://www.ign.com/articles/hitman-developers-james-bond-wont-be-based-on-any-previous-actor | title = Hitman Developer's James Bond Won't Be Based on Any Previous Actor | first = Jordan | last = Oloman | date = 26 January 2021 | access-date = 26 January 2021 | website = IGN | archive-date = 26 January 2021 | archive-url = https://web.archive.org/web/20210126153915/https://www.ign.com/articles/hitman-developers-james-bond-wont-be-based-on-any-previous-actor | url-status = live }}

IOI Barcelona, based in Barcelona, Spain, was announced in April 2021. The studio is to assist IOI on its active projects, including further Hitman entries and the Project 007 game.{{cite web | url = https://www.gamasutra.com/view/news/379989/Hitman_and_Project_007_developer_IO_Interactive_opens_Barcelona_studio.php | title = Hitman and Project 007 developer IO Interactive opens Barcelona studio | first = Chris | last = Kerr | date = April 16, 2021 | accessdate = April 16, 2021 | website = Gamasutra | archive-date = 16 April 2021 | archive-url = https://web.archive.org/web/20210416150845/https://www.gamasutra.com/view/news/379989/Hitman_and_Project_007_developer_IO_Interactive_opens_Barcelona_studio.php | url-status = live }}

In February 2023, IO Interactive announced Project Fantasy, this new IP is set to be an online fantasy RPG, a departure from IO's Hitman games.{{Cite web |title=Project Fantasy |url=https://ioi.dk/ |access-date=2023-03-01 |website=ioi.dk |language=en}}

IOI Brighton, in Brighton, England, was announced by the company in July 2023. The studio initially will support IO's Project 007, Project Fantasy and Hitman.{{cite web | url = https://www.videogameschronicle.com/news/hitman-developer-io-interactive-has-opened-a-studio-in-england/ | title = Hitman developer IO Interactive has opened a studio in England | first = Tom | last = Ivan | date = July 6, 2023 | accessdate = July 6, 2023 | work = Video Games Chronicle }}

== Partnership with Build A Rocket Boy ==

In 2024, IO Interactive introduced IOI Partners starting with the publication of MindsEye, a AAA title from Leslie Benzies's Build A Rocket Boy. IOI is responsible for the game's marketing and distribution and MindsEye serves as a demonstration of the Everywhere platform. Hakan Abrak, CEO of IO Interactive, mentioned that the game is well along in its development.{{Cite web |last=Bailey |first=Kat |date=2024-10-16 |title=Hitman Dev IO Interactive Teaming With Ex-GTA Producer's Studio to Publish MindsEye |url=https://www.ign.com/articles/hitman-dev-io-interactive-teaming-with-ex-gta-producers-studio-to-publish-mindseye-working-on-plans-to-announce-release-date |access-date=2024-10-21 |website=IGN |language=en}}

Games developed

class="wikitable sortable plainrowheaders"

! scope="col" | Year

! scope="col" | Title

! scope="col" | Platform(s)

! scope="col" | Publisher(s)

scope="row" | 2000

| Hitman: Codename 47

| Windows

| rowspan="2" | Eidos Interactive

scope="row" | 2002

| Hitman 2: Silent Assassin

| GameCube, PlayStation 2, Windows, Xbox

scope="row" | 2003

| Freedom Fighters

| GameCube, PlayStation 2, Windows, Xbox

| Electronic Arts

scope="row" | 2004

| Hitman: Contracts

| PlayStation 2, Windows, Xbox

| Eidos Interactive

scope="row" | 2006

| Hitman: Blood Money

| Android, iOS, Nintendo Switch, PlayStation 2, Windows, Xbox, Xbox 360

| Eidos Interactive, Feral Interactive

scope="row" | 2007

| Kane & Lynch: Dead Men

| Microsoft Windows, PlayStation 3, Xbox 360

| Eidos Interactive

scope="row" | 2009

| Mini Ninjas

| macOS, Nintendo DS, PlayStation 3, Wii, Windows, Xbox 360

| Eidos Interactive, Feral Interactive

scope="row" | 2010

| Kane & Lynch 2: Dog Days

| PlayStation 3, Windows, Xbox 360

| Square Enix

scope="row" | 2012

| Hitman: Absolution

| macOS, PlayStation 3, Windows, Xbox 360

| rowspan="2" | Square Enix, Feral Interactive

scope="row" | 2016

| Hitman

| Linux, macOS, PlayStation 4, Stadia, Windows, Xbox One

scope="row" | 2018

| Hitman 2

| PlayStation 4, Stadia, Windows, Xbox One

| Warner Bros. Interactive Entertainment

scope="row" | 2021

| Hitman 3

| Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Stadia, Windows, Xbox One, Xbox Series X/S

| rowspan="3" | IO Interactive

scope="row" | {{DTBA}}

| Project 007 (working title)

| Nintendo Switch 2

scope="row" | {{DTBA}}

| Project Fantasy (working title)

| TBA

=Games published through IOI Partners=

class="wikitable sortable plainrowheaders"

! scope="col" | Year

! scope="col" | Title

! scope="col" | Platform(s)

scope="row" | 2025

| MindsEye{{cite web|url=https://variety.com/2024/gaming/news/mindseye-video-game-leslie-benzies-io-interactive-1236179042/ |title=Hitman Publisher IO Interactive Lands New Game MindsEye From Grand Theft Auto Producer Leslie Benzies |last=Maas |first=Jennifer |date=16 October 2024 |website=Variety |access-date=2 April 2025}}

| PlayStation 5, Windows, Xbox Series X/S

= Cancelled games =

  • Rex Dominus
  • Unannounced game for Microsoft (2009)

=Glacier=

Glacier is a proprietary in-house game engine developed for the Hitman series, Freedom Fighters, the Kane & Lynch series and Mini Ninjas.{{Cite web|url=https://www.youtube.com/watch?v=qw7BhS1lMkI|title = Assets and Entities in the Glacier 2 Engine / Maurizio de Pascale, Technical Director IO Interactive|website = YouTube}} Glacier supports DLSS,{{Cite web|url=https://www.nvidia.com/en-us/geforce/news/ces-january-2022-dlss-rtx-games-updates/|title = CES 2022: NVIDIA RTX Coming to 10 More Games, Including the Day Before, Rainbow Six Extraction, & Escape from Tarkov}} XeSS{{Cite web|url=https://www.intel.com/content/www/us/en/products/docs/discrete-gpus/arc/technology/xess.html|title=Intel® Arc™- Xe Super Sampling|website=Intel}} and FSR.[https://www.amd.com/en/technologies/radeon-software-fidelityfx-super-resolution Super resolution] amd.com The engine supports ray tracing in Hitman 3. Eidos-Montréal licensed Glacier for their own in-house engine, Dawn Engine.{{Cite web|url=https://www.mcvuk.com/development-news/how-the-dawn-engine-is-powering-the-next-wave-of-deus-ex-games/|title=How the Dawn Engine is powering the next wave of Deus Ex games|website=MCV|date=11 February 2015}}

References

{{Reflist}}