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<span id="openzim-page-title" class="mw-page-title-main"><i>Infinity Blade</i></span>
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</style><table class="infobox ib-video-game hproduct"><tbody><tr><th colspan="2" class="infobox-above fn">Infinity Blade</th></tr><tr><td colspan="2" class="infobox-image"><div class="infobox-caption">App Store icon</div></td></tr><tr><th scope="row" class="infobox-label"><a href="Video_game_developer" title="Video game developer">Developer(s)</a></th><td class="infobox-data"><style data-mw-deduplicate="TemplateStyles:r1126788409">
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<ul><li><a href="Chair_Entertainment" title="Chair Entertainment">Chair Entertainment</a></li>
<li><a href="Epic_Games" title="Epic Games">Epic Games</a></li></ul>
</div></td></tr><tr><th scope="row" class="infobox-label"><a href="Video_game_publisher" title="Video game publisher">Publisher(s)</a></th><td class="infobox-data">Epic Games</td></tr><tr><th scope="row" class="infobox-label"><a href="Video_game_creative_director" class="mw-redirect" title="Video game creative director">Director(s)</a></th><td class="infobox-data"><a href="Donald_Mustard" title="Donald Mustard">Donald Mustard</a></td></tr><tr><th scope="row" class="infobox-label"><a href="Video_game_producer" title="Video game producer">Producer(s)</a></th><td class="infobox-data">Simon Hurley</td></tr><tr><th scope="row" class="infobox-label"><a href="Video_game_designer" class="mw-redirect" title="Video game designer">Designer(s)</a></th><td class="infobox-data">Donald Mustard</td></tr><tr><th scope="row" class="infobox-label"><a href="Video_game_programmer" title="Video game programmer">Programmer(s)</a></th><td class="infobox-data"><div class="plainlist"><ul><li>Scott K. Bowen</li><li>Geremy Mustard</li></ul></div></td></tr><tr><th scope="row" class="infobox-label"><a href="Video_game_artist" class="mw-redirect" title="Video game artist">Artist(s)</a></th><td class="infobox-data">Adam Ford</td></tr><tr><th scope="row" class="infobox-label"><a href="Video_game_writer" class="mw-redirect" title="Video game writer">Writer(s)</a></th><td class="infobox-data"><div class="plainlist"><ul><li>Donald Mustard</li><li>Simon Hurley</li></ul></div></td></tr><tr><th scope="row" class="infobox-label"><a href="Video_game_composer" class="mw-redirect" title="Video game composer">Composer(s)</a></th><td class="infobox-data">Joshua Aker</td></tr><tr><th scope="row" class="infobox-label"><a href="Game_engine" title="Game engine">Engine</a></th><td class="infobox-data"><a href="Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a></td></tr><tr><th scope="row" class="infobox-label"><a href="Computing_platform" title="Computing platform">Platform(s)</a></th><td class="infobox-data"><a href="IOS" title="IOS">iOS</a></td></tr><tr><th scope="row" class="infobox-label">Release</th><td class="infobox-data">December 9, 2010</td></tr><tr><th scope="row" class="infobox-label"><a href="Video_game_genre" title="Video game genre">Genre(s)</a></th><td class="infobox-data"><a href="Action_role-playing_game" title="Action role-playing game">Action role-playing</a></td></tr><tr><th scope="row" class="infobox-label">Mode(s)</th><td class="infobox-data"><a href="Single-player_video_game" title="Single-player video game">Single-player</a>, <a href="Multiplayer_video_game" title="Multiplayer video game">multiplayer</a></td></tr></tbody></table>
<p><i><b>Infinity Blade</b></i> was an <a href="Action_role-playing_game" title="Action role-playing game">action role-playing game</a> developed by <a href="Chair_Entertainment" title="Chair Entertainment">Chair Entertainment</a> and <a href="Epic_Games" title="Epic Games">Epic Games</a> and released through the <a href="Apple_Inc." title="Apple Inc.">Apple</a> <a href="App_Store_(iOS)" class="mw-redirect" title="App Store (iOS)">App Store</a> on December 9, 2010. It was the first <a href="IOS" title="IOS">iOS</a> <a href="Video_game" title="Video game">video game</a> to run on <a href="Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a>. In the game, the unnamed <a href="Player_character" title="Player character">player character</a> fights a series of one-on-one battles in a derelict castle to face the immortal God King. When in battle, players swipe the screen to attack and <a href="Parry_(fencing)" title="Parry (fencing)">parry</a>, and tap the screen to dodge and block enemy attacks. Upon defeat, the player restarts the game as the character's descendant with the same items and <a href="Experience_point#Level-based_progression" title="Experience point">experience level</a>.
</p><p>The game was developed by a team of twelve people, who took two months to make a <a href="Playable_demo" class="mw-redirect" title="Playable demo">playable demo</a> and three more to finish the game. <i>Infinity Blade</i> was intended to demonstrate the new iOS version of the Unreal Engine, and to combine the combat of <i><a href="Karateka_(video_game)" title="Karateka (video game)">Karateka</a></i> and <i><a href="Prince_of_Persia_(1989_video_game)" title="Prince of Persia (1989 video game)">Prince of Persia</a></i> with the loneliness of <i><a href="Shadow_of_the_Colossus" title="Shadow of the Colossus">Shadow of the Colossus</a></i>. The game received four free expansions that added new equipment, endings, and game modes.
</p><p><i>Infinity Blade</i> was the fastest-grossing app in the history of iOS upon its release. It made US$1.6 million in its first four days, and over US$23 million by the end of 2011. It was well received by gaming critics. Reviews praised the graphics and compared the mobile game favorably to <a href="Console_game" class="mw-redirect" title="Console game">console games</a>. Critics also praised the swipe-based combat system, but split opinions on the cyclical gameplay as either addictive or repetitive. Chair later released an <a href="Arcade_game" title="Arcade game">arcade</a> <a href="Porting#Porting_in_gaming" title="Porting">port</a> and two sequels: <i><a href="Infinity_Blade_II" title="Infinity Blade II">Infinity Blade II</a></i> and <i><a href="Infinity_Blade_III" title="Infinity Blade III">Infinity Blade III</a></i>. Author <a href="Brandon_Sanderson" title="Brandon Sanderson">Brandon Sanderson</a> also wrote two novellas set between the games: <i><a href="Infinity_Blade%3A_Awakening" title="Infinity Blade: Awakening">Infinity Blade: Awakening</a></i> and <i><a href="Infinity_Blade%3A_Redemption" title="Infinity Blade: Redemption">Infinity Blade: Redemption</a></i>.
</p><p>The game, along with its two sequels, was removed from the <a href="App_Store_(iOS)" class="mw-redirect" title="App Store (iOS)">App Store</a> on December 10, 2018, due to difficulties in updating the game for newer hardware.<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading2"><h2 id="Gameplay">Gameplay</h2></div>
<p>In the primary portion of <i>Infinity Blade</i>, the <a href="Player_character" title="Player character">player character</a> travels a mostly linear path through a ruined castle and fights one-on-one battles with oversized enemies. The path through the castle is a series of discrete locations where the player can <a href="Panning_(camera)" title="Panning (camera)">pan</a> the camera around the stationary player character to view a fully three-dimensional area. The player taps locations highlighted onscreen to trigger either a short <a href="Cutscene" title="Cutscene">cutscene</a> as the player character moves to the next location, or a sword battle with an enemy.<sup id="cite_ref-Destructoid_2-0" class="reference"><a href="#cite_note-Destructoid-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> During combat, the player controls the character's sword by swiping a finger across the screen. Players can touch icons at the bottom of the screen to dodge attacks by ducking right or left, or to block attacks with a shield, which has a limited number of uses during a single battle. Players may also <a href="Parry_(fencing)" title="Parry (fencing)">parry</a> incoming attacks with an intercepting sword move that, for example, parries an attack from the left with a swipe to the left. Each of these three counters can leave the enemy vulnerable to <a href="Counterattack" title="Counterattack">counterattack</a> for a short period,<sup id="cite_ref-IGN_3-0" class="reference"><a href="#cite_note-IGN-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> but incorrect counters result in damage to the player character, as reflected in the <a href="Health_(gaming)" class="mw-redirect" title="Health (gaming)">health bar</a>.<sup id="cite_ref-EuroG_4-0" class="reference"><a href="#cite_note-EuroG-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> When players fail in battle en route to the God King, the game resets to the location preceding the previous battle. Enemies can perform attacks that cannot be parried or blocked—such as a shield bash—that must be dodged. Players use two special abilities via icons atop the screen: the Super Attack temporarily stuns the opponent, and magic heals or attacks as indicated by drawing a given symbol. Both require time to recharge after use. When attacking, the player can swipe in any direction, and can do specific attack combinations to deal extra damage.<sup id="cite_ref-1up.com_5-0" class="reference"><a href="#cite_note-1up.com-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p><p>In addition to combat, there is also a mild <a href="Role-playing_video_game" title="Role-playing video game">role-playing</a> component. An <a href="Experience_point" title="Experience point">experience point</a> system <a href="Experience_point#Level-based_progression" title="Experience point">levels up</a> the player character and their equipment (weapons, armor, shields, helms, and magic rings). Equipment pieces have special properties and a predetermined number of experience points required to master them. Mastering a piece of equipment increases its sale value but decreases the player's experience gain by 20%.<sup id="cite_ref-IGN_3-1" class="reference"><a href="#cite_note-IGN-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-1up.com_5-1" class="reference"><a href="#cite_note-1up.com-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> Upon leveling up or mastering a piece of equipment, players gain <a href="Attribute_points" class="mw-redirect" title="Attribute points">attribute points</a> that can be allotted towards four character attributes: health, attack, shield power, or magic. Each point can only be allocated once and is a permanent upgrade to the character. Players can purchase new equipment using in-game money from sacks and treasure chests found throughout the castle, defeated enemies, and sales of unused equipment.<sup id="cite_ref-Destructoid_2-1" class="reference"><a href="#cite_note-Destructoid-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-IGN_3-2" class="reference"><a href="#cite_note-IGN-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> In-game money can be <a href="Micropayment" title="Micropayment">purchased with real money</a> within the game.<sup id="cite_ref-V1.1_6-0" class="reference"><a href="#cite_note-V1.1-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup>
</p><p>The game follows a cyclical narrative structure in which the protagonist and his descendants individually explore a castle in a quest to battle the primary antagonist, the immortal God King. In the game's introduction, the non-playable protagonist has just finished this quest, but is slain by the God King. The player then assumes the role of the dead protagonist's descendant as he starts his journey at the beginning of the castle. This cycle, called a bloodline, continues after the player finally faces the God King and either dies or wins.<sup id="cite_ref-IGN_3-3" class="reference"><a href="#cite_note-IGN-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> The player may also choose to join the God King and terminate the cycle; upon doing so, the game resumes at the checkpoint before fighting the God King. Enemy difficulty increases with each bloodline cycle.<sup id="cite_ref-1up.com_5-2" class="reference"><a href="#cite_note-1up.com-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> Another bloodline ending is unlocked after purchasing the Infinity Blade item: the sword is placed into a pedestal in the castle's underground dungeons and three doors open. After then defeating each of the three "Deathless"—immortal beings like the God King—of increasing difficulty found within, a final fourth door opens, and the player faces a mechanized warrior guarding the high-tech chamber where the God King is reborn whenever he is killed. Upon defeating the mechanized warrior, the chamber is revealed to be controlled by an ancestor of the player character, who chose to serve the God King.<sup id="cite_ref-Destructoid_2-2" class="reference"><a href="#cite_note-Destructoid-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> After fighting the ancestor, the player character is told that the Infinity Blade can prevent immortals like the God King from resurrecting after death.<sup id="cite_ref-V1.2_7-0" class="reference"><a href="#cite_note-V1.2-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> The player is then given the option of either starting the next bloodline as they do when defeated, or resetting the game and starting <a href="New_Game_Plus" title="New Game Plus">New Game+</a> mode, which resets all gold and item progression but maintains the character's experience level, letting the player remaster the items and level up even further.<sup id="cite_ref-NewGamePlus_8-0" class="reference"><a href="#cite_note-NewGamePlus-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading3"><h3 id="Expansions">Expansions</h3></div>
<p><a href="Chair_Entertainment" title="Chair Entertainment">Chair Entertainment</a> released four <a href="Expansion_pack" title="Expansion pack">expansions</a> as free updates to the game. The first, released December 20, 2010, added a new enemy, equipment, and microtransactions. It also removed an experience level cap.<sup id="cite_ref-V1.1_6-1" class="reference"><a href="#cite_note-V1.1-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> The second update, titled <i>Infinity Blade: The Deathless Kings</i>, was released on March 2, 2011, and added the dungeons as a second branch to the game's path. This expansion also added new equipment, enemies, and the second ending where the player character defeats his ancestor.<sup id="cite_ref-V1.2_7-1" class="reference"><a href="#cite_note-V1.2-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> The third update, <i>Infinity Blade: Arena</i>, was released on May 19, 2011. It added the <a href="Player_versus_player" title="Player versus player">player vs. player</a> "Arena Mode", a tiered combat game progression where one player fights as the hero and the other as an enemy from the game.<sup id="cite_ref-arena_9-0" class="reference"><a href="#cite_note-arena-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> The update also included new equipment and a single-player version of Arena Mode called "Survival Mode".<sup id="cite_ref-V1.3_10-0" class="reference"><a href="#cite_note-V1.3-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> On October 4, 2011, a fourth update added a new enemy and new equipment to coincide with the announcement of the forthcoming sequel <i><a href="Infinity_Blade_II" title="Infinity Blade II">Infinity Blade II</a></i>.<sup id="cite_ref-V1.4_11-0" class="reference"><a href="#cite_note-V1.4-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Development">Development</h2></div>
<p><i>Infinity Blade</i> was created by <a href="Chair_Entertainment" title="Chair Entertainment">Chair Entertainment</a>, a subsidiary company of <a href="Epic_Games" title="Epic Games">Epic Games</a>. In July 2010, Chair had both recently finished the <a href="Xbox_Live_Arcade" title="Xbox Live Arcade">Xbox Live Arcade</a> game <i><a href="Shadow_Complex" title="Shadow Complex">Shadow Complex</a></i> and been acquired by Epic. Chair was brainstorming <a href="Kinect" title="Kinect">Kinect</a> and <a href="Wii" title="Wii">Wii</a> games, including an idea similar to <i>Infinity Blade</i>,<sup id="cite_ref-EDGEint_12-0" class="reference"><a href="#cite_note-EDGEint-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-JSkinect_13-0" class="reference"><a href="#cite_note-JSkinect-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup> and Epic was nearing completion of an <a href="IOS" title="IOS">iOS</a> version of the <a href="Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a> graphics engine and in need of a "killer game" to show it off.<sup id="cite_ref-EDGEint_12-1" class="reference"><a href="#cite_note-EDGEint-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> Epic had previously licensed the engine for use in numerous console and <a href="Personal_computer" title="Personal computer">personal computer</a> games.<sup id="cite_ref-Engine_14-0" class="reference"><a href="#cite_note-Engine-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> They asked Chair to develop a game for the engine in five months, with a playable demo for the <a href="Apple_Inc." title="Apple Inc.">Apple</a> Special Event conference in two months. The team decided within a few days to work on the <i>Infinity Blade</i> concept, codenamed "Project Sword".<sup id="cite_ref-EDGEint_12-2" class="reference"><a href="#cite_note-EDGEint-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-KOTannounce_15-0" class="reference"><a href="#cite_note-KOTannounce-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> Instead of normal initial game development, where working prototypes test gameplay ideas, Chair spent the first week of development refining the gameplay concept on paper before beginning to code. Many of the core gameplay ideas were developed in their first few hours. Geremy Mustard, Chair's co-founder and technical director, estimates that the team cut two-thirds of that initial design due to lack of time. Refining the complex touch-based interface was complicated due to the Unreal Engine's incomplete status and the native iOS code library's lack of support for fast touch-based gameplay.<sup id="cite_ref-EDGEint_12-3" class="reference"><a href="#cite_note-EDGEint-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> The five-month development was completed by a team of twelve people from Chair, with assistance from Epic.<sup id="cite_ref-JSdev_16-0" class="reference"><a href="#cite_note-JSdev-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> In addition to Geremy Mustard, the team was composed of Chair co-founder and creative director <a href="Donald_Mustard" title="Donald Mustard">Donald Mustard</a>; Simon Hurley as producer; Joshua Andersen and Scott K. Bowen as programmers; Adam Ford as art director; Orlando Barrowes, Bert Lewis, Mike Low, Scott Stoddard, and Nathan Trewartha as artists and animators; Joshua Akers as composer; and Brandon Raul Campos as lead tester.<sup id="cite_ref-credits_17-0" class="reference"><a href="#cite_note-credits-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup>
</p><p>The game's swipe-based swordplay was based on Donald Mustard's desire for unique gameplay based on nuanced sword fighting and parrying.<sup id="cite_ref-EDGEint_12-4" class="reference"><a href="#cite_note-EDGEint-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> He described the game's influences as the combat of <i><a href="Karateka_(video_game)" title="Karateka (video game)">Karateka</a></i> and <i><a href="Prince_of_Persia_(1989_video_game)" title="Prince of Persia (1989 video game)">Prince of Persia</a></i> combined with the "lonely epicness" of <i><a href="Shadow_of_the_Colossus" title="Shadow of the Colossus">Shadow of the Colossus</a></i>.<sup id="cite_ref-GSint_18-0" class="reference"><a href="#cite_note-GSint-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> Chair sought to develop an experience that could be picked up and played for a minute (a single battle) or half an hour (a bloodline). They felt that many other developers accustomed to consoles were wrong to make iOS games that required long-playing experiences to feel meaningful, and so Chair developed the bloodline concept as a natural breakpoint.<sup id="cite_ref-EDGEint_12-5" class="reference"><a href="#cite_note-EDGEint-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> They also felt that mobile games like <i>Infinity Blade</i> with constant action elements went too long without giving the player time to relax and resulted in player exhaustion, and so Chair kept their battles short with brief cinematic pauses in longer battles.<sup id="cite_ref-GSint_18-1" class="reference"><a href="#cite_note-GSint-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> Chair showed their playable demo at the Apple conference on September 1, 2010, after weeks of rehearsal, and attracted much attention to the game.<sup id="cite_ref-EDGEint_12-6" class="reference"><a href="#cite_note-EDGEint-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-KOTannounce_15-1" class="reference"><a href="#cite_note-KOTannounce-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> It was released on December 9, 2010. While Chair itself spent little on marketing, Apple used the game extensively in advertisements for its devices.<sup id="cite_ref-GSint_18-2" class="reference"><a href="#cite_note-GSint-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup>
</p><p>The music for the game was composed by Josh Aker, who had written the music for previous Chair games. The soundtrack was intended by Aker to be "intense" during combat, but to vary between "serene" and "otherworldly" outside battle. It is a mixture of live and synthetic instrument performances. <a href="Cello" title="Cello">Cello</a> and <a href="Nyckelharpa" title="Nyckelharpa">nyckelharpa</a> were the primary instruments used. Aker wanted to have "avant-garde performances" for the recordings. The soundtrack was sold as a digital album, <i>Infinity Blade: Original Soundtrack</i>, through several online music retailers.<sup id="cite_ref-EGmusicint_19-0" class="reference"><a href="#cite_note-EGmusicint-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup> Chair began to develop the game's first update before the initial game was released. They intended only to add new monsters and features, but added the ability to purchase gold due to customer requests. Chair did not rebalance the game to incentivize in-app purchases. Work on <i>The Deathless Kings</i> update began immediately afterward. Chair felt that releasing several large, free updates to the game would increase their overall user base and result in more total sales due to <a href="Word_of_mouth" title="Word of mouth">word of mouth</a>.<sup id="cite_ref-GSint_18-3" class="reference"><a href="#cite_note-GSint-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Reception">Reception</h2></div>
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</style><div role="complementary" class="video-game-reviews skin-invert vgr-single"><div class="vgr-title">Reception</div><table class="vgr-aggregators wikitable"><caption>Aggregate score</caption><tbody><tr class="vgr-hrow"><th scope="col">Aggregator</th><th scope="col">Score</th></tr><tr><td class="vgr-center"><a href="Metacritic" title="Metacritic">Metacritic</a></td><td>87/100<sup id="cite_ref-metacritic_20-0" class="reference"><a href="#cite_note-metacritic-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup></td></tr></tbody></table><table class="vgr-reviews wikitable"><caption class="vgr-stacked">Review scores</caption><tbody><tr class="vgr-hrow"><th scope="col">Publication</th><th scope="col">Score</th></tr><tr><td class="vgr-center"><i><a href="1Up.com" class="mw-redirect" title="1Up.com">1Up.com</a></i></td><td>B+<sup id="cite_ref-1up.com_5-3" class="reference"><a href="#cite_note-1up.com-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup></td></tr><tr><td class="vgr-center"><i><a href="Edge_(magazine)" title="Edge (magazine)">Edge</a></i></td><td>8/10<sup id="cite_ref-EDGEreview_21-0" class="reference"><a href="#cite_note-EDGEreview-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup></td></tr><tr><td class="vgr-center"><i><a href="Eurogamer" title="Eurogamer">Eurogamer</a></i></td><td>8/10<sup id="cite_ref-EuroG_4-1" class="reference"><a href="#cite_note-EuroG-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup></td></tr><tr><td class="vgr-center"><i><a href="GamePro" title="GamePro">GamePro</a></i></td><td>5/5<sup id="cite_ref-GPROreview_22-0" class="reference"><a href="#cite_note-GPROreview-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup></td></tr><tr><td class="vgr-center"><i><a href="IGN" title="IGN">IGN</a></i></td><td>9/10<sup id="cite_ref-IGN_3-4" class="reference"><a href="#cite_note-IGN-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup></td></tr><tr><td class="vgr-center"><i><a href="Pocket_Gamer" title="Pocket Gamer">Pocket Gamer</a></i></td><td>9/10<sup id="cite_ref-PGreview_23-0" class="reference"><a href="#cite_note-PGreview-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup></td></tr><tr><td class="vgr-center"><i><a href="TouchArcade" title="TouchArcade">TouchArcade</a></i></td><td><span role="img" style="white-space:nowrap" title="5/5 stars"><span typeof="mw:File"><span title="5/5 stars"></span></span><span typeof="mw:File"><span></span></span><span typeof="mw:File"><span></span></span><span typeof="mw:File"><span></span></span><span typeof="mw:File"><span></span></span></span><sup id="cite_ref-TouchArcade_24-0" class="reference"><a href="#cite_note-TouchArcade-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup></td></tr></tbody></table></div>
<p><i>Infinity Blade</i> was noted for its sales at launch, selling more than 270,000 copies and making over US$1.6 million in its first four days—the "fastest-grossing app" ever released for iOS at the time.<sup id="cite_ref-GSfast_25-0" class="reference"><a href="#cite_note-GSfast-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> By the end of 2011, it had made at least US$23 million in revenue.<sup id="cite_ref-E23mil_26-0" class="reference"><a href="#cite_note-E23mil-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup> Around fourteen months after the initial release, Chair noted that half of the game's sales were for the <a href="IPhone" title="IPhone">iPhone</a> and half were for the <a href="IPad" title="IPad">iPad</a> and <a href="IPod" title="IPod">iPod</a>.<sup id="cite_ref-GSint_18-4" class="reference"><a href="#cite_note-GSint-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> After releasing the sequel, Epic Games noted in 2012 that the series was Epic's most profitable by measure of revenue against <a href="Person-hour" class="mw-redirect" title="Person-hour">person-hours</a> spent in development.<sup id="cite_ref-EGprofit_27-0" class="reference"><a href="#cite_note-EGprofit-27"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup>
</p><p><i>Infinity Blade</i> was reviewed by several major gaming sites in addition to mobile game-focused sites. Critics praised the game's graphics heavily. <a href="IGN" title="IGN">IGN</a> reviewer Hilary Goldstein said that it was "an absolute stunner for any handheld device and ushers in a new era of possibility for high-end graphics."<sup id="cite_ref-IGN_3-5" class="reference"><a href="#cite_note-IGN-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> <i><a href="GamePro" title="GamePro">GamePro</a></i><span class="nowrap" style="padding-left:0.1em;">'s</span> Ryan Rigney called the game "downright gorgeous" and said that the graphics were almost at the level of an <a href="Xbox_360" title="Xbox 360">Xbox 360</a> game, which was echoed by John Meyer of <i><a href="Wired_(magazine)" title="Wired (magazine)">Wired</a></i>, who claimed that it had the best graphics of any iPad game.<sup id="cite_ref-GPROreview_22-1" class="reference"><a href="#cite_note-GPROreview-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-WIREDreview_28-0" class="reference"><a href="#cite_note-WIREDreview-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup> The reviewer for <i><a href="Edge_(magazine)" title="Edge (magazine)">Edge</a></i> further praised the art direction, especially with regards to the enemy and armor designs.<sup id="cite_ref-EDGEreview_21-1" class="reference"><a href="#cite_note-EDGEreview-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup>
</p><p>The gameplay was generally praised by reviewers, who typically found the combat engaging, but were split on the repetitive aspects of the game. <a href="1UP.com" class="mw-redirect" title="1UP.com">1UP.com</a>'s Matt Clark said that the sword gameplay "just feels right", while Mark Brown of <i><a href="Eurogamer" title="Eurogamer">Eurogamer</a></i> said that the combat had an excitement factor that pushed players to keep on going for one more battle.<sup id="cite_ref-EuroG_4-2" class="reference"><a href="#cite_note-EuroG-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-1up.com_5-4" class="reference"><a href="#cite_note-1up.com-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> Tracy Erickson of <i><a href="Pocket_Gamer" title="Pocket Gamer">Pocket Gamer</a></i> described the swipe-based combat system as "easy to understand, though tough to master", and Nick Chester of <a href="Destructoid" title="Destructoid">Destructoid</a> said that although the combat was not very complicated, it was fun to play.<sup id="cite_ref-Destructoid_2-3" class="reference"><a href="#cite_note-Destructoid-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-PGreview_23-1" class="reference"><a href="#cite_note-PGreview-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup> The role-playing game elements were praised—Destructoid's Chester called them "satisfying", and IGN's Goldstein said that they added to the game's difficulty.<sup id="cite_ref-Destructoid_2-4" class="reference"><a href="#cite_note-Destructoid-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-IGN_3-6" class="reference"><a href="#cite_note-IGN-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> Brown's review for <i>Eurogamer</i>, however, said that while good they were not as engaging as the combat, and the <i>Edge</i> review dismissed them as minimal.<sup id="cite_ref-EuroG_4-3" class="reference"><a href="#cite_note-EuroG-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-EDGEreview_21-2" class="reference"><a href="#cite_note-EDGEreview-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> Reviewers had mixed opinions on the effectiveness of the bloodline system's repetition: Destructoid's Chester described it as addictive, and IGN's Goldstein agreed, but Erickson's review for <i>Pocket Gamer</i> said that the game had problems with repetition and <i>Wired</i><span class="nowrap" style="padding-left:0.1em;">'s</span> Meyer dismissed it as "repetitive ... as the title suggests".<sup id="cite_ref-Destructoid_2-5" class="reference"><a href="#cite_note-Destructoid-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-IGN_3-7" class="reference"><a href="#cite_note-IGN-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-PGreview_23-2" class="reference"><a href="#cite_note-PGreview-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-WIREDreview_28-1" class="reference"><a href="#cite_note-WIREDreview-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup> J. Nicholas Geist, writing for <i><a href="Kill_Screen" title="Kill Screen">Kill Screen</a></i>, focused his entire review on the cyclical nature of the game, treating its nature of repetition with small changes between each bloodline as a metaphor for life.<sup id="cite_ref-KSreview_29-0" class="reference"><a href="#cite_note-KSreview-29"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup> Most reviewers found themselves between the two extremes, with Brown of <i>Eurogamer</i> simultaneously describing it as "alarmingly repetitious" but still addictive and 1UP.com's Clark saying that enjoying the game required getting past the repetition, despite being "stellar".<sup id="cite_ref-EuroG_4-4" class="reference"><a href="#cite_note-EuroG-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-1up.com_5-5" class="reference"><a href="#cite_note-1up.com-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p><p>During the <a href="14th_Annual_Interactive_Achievement_Awards" title="14th Annual Interactive Achievement Awards">14th Annual Interactive Achievement Awards</a>, the <a href="Academy_of_Interactive_Arts_%26_Sciences" title="Academy of Interactive Arts & Sciences">Academy of Interactive Arts & Sciences</a> nominated <i>Infinity Blade</i> for "<a href="D.I.C.E._Award_for_Mobile_Game_of_the_Year" title="D.I.C.E. Award for Mobile Game of the Year">Portable Game of the Year</a>".<sup id="cite_ref-30" class="reference"><a href="#cite_note-30"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Sequels_and_spin-offs">Sequels and spin-offs</h2></div>
<p>On October 28, 2011, Epic Games and Adrenaline Amusements released an arcade version of the game, <i>Infinity Blade FX</i>. The game is played on a 46-inch screen rigged with optical sensors to mimic a large iPhone or iPad screen. Each arcade stand contains up to three screens, and players can play against each other or in the single-player game.<sup id="cite_ref-IGNFX_31-0" class="reference"><a href="#cite_note-IGNFX-31"><span class="cite-bracket">[</span>31<span class="cite-bracket">]</span></a></sup> A sequel to the iOS game, <i><a href="Infinity_Blade_II" title="Infinity Blade II">Infinity Blade II</a></i>, was announced on October 4, 2011, during the Apple <a href="IPhone_4S" class="mw-redirect" title="IPhone 4S">iPhone 4S</a> keynote presentation. It was released on December 1, 2011, and featured enhanced graphics, a new storyline, and new fighting styles.<sup id="cite_ref-Sequel_32-0" class="reference"><a href="#cite_note-Sequel-32"><span class="cite-bracket">[</span>32<span class="cite-bracket">]</span></a></sup> A spinoff game, <i>Infinity Blade: Dungeons</i>, was in development for iOS by Epic Games subsidiary Impossible Games, but was cancelled in February 2013 when Impossible Games was shut down.<sup id="cite_ref-IGNibdcancelled_33-0" class="reference"><a href="#cite_note-IGNibdcancelled-33"><span class="cite-bracket">[</span>33<span class="cite-bracket">]</span></a></sup> A final game in the trilogy, <i><a href="Infinity_Blade_III" title="Infinity Blade III">Infinity Blade III</a></i>, was released on September 18, 2013.<sup id="cite_ref-IGNib3_34-0" class="reference"><a href="#cite_note-IGNib3-34"><span class="cite-bracket">[</span>34<span class="cite-bracket">]</span></a></sup>
</p><p>A <a href="Novella" title="Novella">novella</a> by author <a href="Brandon_Sanderson" title="Brandon Sanderson">Brandon Sanderson</a> was released before both <i>Infinity Blade II</i> and <i>III</i> to serve as a <a href="Interquel" class="mw-redirect" title="Interquel">story bridge</a> between the games. <i>Infinity Blade: Awakening</i> was released as an <a href="E-book" class="mw-redirect" title="E-book">e-book</a> on October 4, 2011, to correspond with the announcement of <i>Infinity Blade II</i>. The story gives the protagonist of the first game a name, Siris, introduces the idea that the God King was one of multiple Deathless in the world, as is Siris, and has Siris and the assassin Isa journey to find the Worker of Secrets in order to kill the resurrected God King and the other Deathless.<sup id="cite_ref-Awake_35-0" class="reference"><a href="#cite_note-Awake-35"><span class="cite-bracket">[</span>35<span class="cite-bracket">]</span></a></sup> The second e-book novella, <i>Infinity Blade: Redemption</i>, was released on September 9, 2013, just before the third game. In it, Siris and the God King escape from their imprisonment by the Worker of Secrets, while extensive flashbacks show the rise of the Deathless in a future-Earth analog. While Siris disrupts the Worker of Secret's plans, the God King confronts and is killed by the Worker.<sup id="cite_ref-Redmpt_36-0" class="reference"><a href="#cite_note-Redmpt-36"><span class="cite-bracket">[</span>36<span class="cite-bracket">]</span></a></sup>
</p><p>A Chinese version of the game for <a href="Xbox_One" title="Xbox One">Xbox One</a> and Android was published by <a href="Tencent" title="Tencent">Tencent Games</a> on November 28, 2015.<sup id="cite_ref-China_37-0" class="reference"><a href="#cite_note-China-37"><span class="cite-bracket">[</span>37<span class="cite-bracket">]</span></a></sup>
</p><p>A day after Epic Games removed the <i>Infinity Blade</i> trilogy from the App Store, the titular weapon made a <a href="Crossover_(fiction)" title="Crossover (fiction)">crossover</a> appearance in the winter-themed seventh season of <i><a href="Fortnite" title="Fortnite">Fortnite</a> <a href="Fortnite_Battle_Royale" title="Fortnite Battle Royale">Battle Royale</a></i> as a unique, very powerful melee weapon that can be obtained in a match, granting any player who finds it devastating abilities and extra survivability, at the cost of being unable to use other items.<sup id="cite_ref-38" class="reference"><a href="#cite_note-38"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup> Three days later, however, Epic Games "vaulted" the weapon over concerns that it was too <a href="Balance_(game_design)" class="mw-redirect" title="Balance (game design)">overpowered</a>.<sup id="cite_ref-39" class="reference"><a href="#cite_note-39"><span class="cite-bracket">[</span>39<span class="cite-bracket">]</span></a></sup> Epic Games later brought back the Infinity Blade in February 2019 as a restricted item that is only available in the limited-time mode "Sword Fight", reducing its power and allowing multiple copies of it to be found from loot chests.<sup id="cite_ref-40" class="reference"><a href="#cite_note-40"><span class="cite-bracket">[</span>40<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
<ul><li><span class="noviewer" typeof="mw:File"></span> Media related to <a href="https://commons.wikimedia.org/wiki/Category:Infinity_Blade" class="extiw external" title="commons:Category:Infinity Blade"><i>Infinity Blade</i></a> at Wikimedia Commons</li>
<li><span class="official-website"><span class="url"><a rel="nofollow" class="external text" href="http://epicgames.com/community/category/infinity-blade/">Official website</a></span></span></li>
<li><a rel="nofollow" class="external text" href="http://archive.org/details/infinity-blade-pc">Unofficial PC port</a> of the game, via the <a href="Internet_Archive" title="Internet Archive">Internet Archive</a></li></ul>
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</style><div id="Epic_Games279" style="font-size:114%;margin:0 4em"><a href="Epic_Games" title="Epic Games">Epic Games</a></div></th></tr><tr><td class="navbox-abovebelow" colspan="2"><div><a href="List_of_games_by_Epic_Games" title="List of games by Epic Games">List of games</a></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Games <br> developed</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%"><i><a href="Jazz_Jackrabbit" title="Jazz Jackrabbit">Jazz Jackrabbit</a></i></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Jazz_Jackrabbit_(1994_video_game)" title="Jazz Jackrabbit (1994 video game)">Jazz Jackrabbit</a></i></li>
<li><i><a href="Jazz_Jackrabbit_2" title="Jazz Jackrabbit 2">Jazz Jackrabbit 2</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><i><a href="Unreal_(video_game_series)" title="Unreal (video game series)">Unreal</a></i></th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Unreal_(1998_video_game)" title="Unreal (1998 video game)">Unreal</a></i></li>
<li><i><a href="Unreal_Tournament" title="Unreal Tournament">Tournament</a></i> (1999)
<ul><li>"<a href="Facing_Worlds" title="Facing Worlds">Facing Worlds</a>"</li></ul></li>
<li><i><a href="Unreal_Tournament_2003" title="Unreal Tournament 2003">Tournament 2003</a></i></li>
<li><i><a href="Unreal_Championship" title="Unreal Championship">Championship</a></i></li>
<li><i><a href="Unreal_Tournament_2004" title="Unreal Tournament 2004">Tournament 2004</a></i></li>
<li><i><a href="Unreal_Championship_2%3A_The_Liandri_Conflict" title="Unreal Championship 2: The Liandri Conflict">Championship 2: The Liandri Conflict</a></i></li>
<li><i><a href="Unreal_Tournament_3" title="Unreal Tournament 3">Tournament 3</a></i></li>
<li><i><a href="Unreal_Tournament_(cancelled_video_game)" title="Unreal Tournament (cancelled video game)">Tournament</a></i><sup>§</sup></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><i><a href="Gears_of_War" title="Gears of War">Gears of War</a></i></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Gears_of_War_(video_game)" title="Gears of War (video game)">Gears of War</a></i></li>
<li><i><a href="Gears_of_War_2" title="Gears of War 2">Gears of War 2</a></i></li>
<li><i><a href="Gears_of_War_3" title="Gears of War 3">Gears of War 3</a></i></li>
<li><i><a href="Gears_of_War%3A_Judgment" title="Gears of War: Judgment">Gears of War: Judgment</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><i>Infinity Blade</i></th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i></i></li>
<li><i><a href="Infinity_Blade_II" title="Infinity Blade II">Infinity Blade II</a></i></li>
<li><i><a href="Infinity_Blade_III" title="Infinity Blade III">Infinity Blade III</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><i><a href="Fortnite" title="Fortnite">Fortnite</a></i></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Fortnite%3A_Save_the_World" title="Fortnite: Save the World">Save the World</a></i></li>
<li><i><a href="Fortnite_Battle_Royale" title="Fortnite Battle Royale">Battle Royale</a></i>
<ul><li>"<a href="Tilted_Towers" title="Tilted Towers">Tilted Towers</a>"</li>
<li>"<a href="Peely" title="Peely">Peely</a>"</li></ul></li>
<li><i><a href="Fortnite_Creative" title="Fortnite Creative">Creative</a></i>
<ul><li>"<a href="Fortnite_Holocaust_Museum" title="Fortnite Holocaust Museum">Fortnite Holocaust Museum</a>"</li></ul></li>
<li><i><a href="Lego_Fortnite" title="Lego Fortnite">Lego Fortnite</a></i></li>
<li><i><a href="Rocket_Racing" title="Rocket Racing">Rocket Racing</a></i></li>
<li><i><a href="Fortnite_Festival" title="Fortnite Festival">Fortnite Festival</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="ZZT" title="ZZT">ZZT</a></i></li>
<li><i><a href="Jill_of_the_Jungle" title="Jill of the Jungle">Jill of the Jungle</a></i></li>
<li><i><a href="Kiloblaster" title="Kiloblaster">Kiloblaster</a></i></li>
<li><i><a href="Silverball" title="Silverball">Silverball</a></i></li>
<li><i><a href="Xargon" title="Xargon">Xargon</a></i></li>
<li><i><a href="Extreme_Pinball" title="Extreme Pinball">Extreme Pinball</a></i></li>
<li><i><a href="7th_Legion_(video_game)" title="7th Legion (video game)">7th Legion</a></i></li>
<li><i><a href="Age_of_Wonders" title="Age of Wonders">Age of Wonders</a></i></li>
<li><i><a href="Shadow_Complex" title="Shadow Complex">Shadow Complex</a></i></li>
<li><i><a href="Bulletstorm" title="Bulletstorm">Bulletstorm</a></i></li>
<li><i><a href="Robo_Recall" title="Robo Recall">Robo Recall</a></i></li>
<li><i><a href="Paragon_(video_game)" title="Paragon (video game)">Paragon</a></i><sup>§</sup></li>
<li><i><a href="The_Matrix_Awakens" title="The Matrix Awakens">The Matrix Awakens</a></i></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Third-party <br> publishing</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Epic <br> MegaGames</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Castle_of_the_Winds" title="Castle of the Winds">Castle of the Winds</a></i></li>
<li><i><a href="Brix_(video_game)" title="Brix (video game)">Brix</a></i></li>
<li><i><a href="Electro_Man" title="Electro Man">Electro Man</a></i></li>
<li><i><a href="Ken's_Labyrinth" title="Ken's Labyrinth">Ken's Labyrinth</a></i></li>
<li><i><a href="Ancients_1%3A_Death_Watch" title="Ancients 1: Death Watch">Ancients 1: Death Watch</a></i></li>
<li><i><a href="Solar_Winds" title="Solar Winds">Solar Winds</a></i></li>
<li><i><a href="Zone_66" title="Zone 66">Zone 66</a></i></li>
<li><i><a href="The_Adventures_of_Robbo" class="mw-redirect" title="The Adventures of Robbo">The Adventures of Robbo</a></i></li>
<li><i><a href="Epic_Pinball" title="Epic Pinball">Epic Pinball</a></i></li>
<li><i><a href="Heartlight_(video_game)" title="Heartlight (video game)">Heartlight</a></i></li>
<li><i><a href="Highway_Hunter" title="Highway Hunter">Highway Hunter</a></i></li>
<li><i><a href="One_Must_Fall%3A_2097" title="One Must Fall: 2097">One Must Fall: 2097</a></i></li>
<li><i><a href="Traffic_Department_2192" title="Traffic Department 2192">Traffic Department 2192</a></i></li>
<li><i><a href="Radix%3A_Beyond_the_Void" title="Radix: Beyond the Void">Radix: Beyond the Void</a></i></li>
<li><i><a href="Tyrian_(video_game)" title="Tyrian (video game)">Tyrian</a></i></li>
<li><i><a href="Seek_and_Destroy_(1996_video_game)" title="Seek and Destroy (1996 video game)">Seek and Destroy</a></i></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Epic Games <br> Publishing</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Fall_Guys" title="Fall Guys">Fall Guys</a></i></li>
<li><i><a href="Kid_A_Mnesia_Exhibition" title="Kid A Mnesia Exhibition">Kid A Mnesia Exhibition</a></i></li>
<li><i><a href="PC_Building_Simulator_2" title="PC Building Simulator 2">PC Building Simulator 2</a></i></li>
<li><i><a href="Rumbleverse" title="Rumbleverse">Rumbleverse</a></i></li>
<li><i><a href="Alan_Wake_II" class="mw-redirect" title="Alan Wake II">Alan Wake II</a></i></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Technology</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Unreal_Engine" title="Unreal Engine">Unreal Engine</a>
<ul><li><a href="Unreal_Engine_1" title="Unreal Engine 1">1</a></li>
<li><a href="Unreal_Engine_2" title="Unreal Engine 2">2</a></li>
<li><a href="Unreal_Engine_3" title="Unreal Engine 3">3</a></li>
<li><a href="Unreal_Engine_4" title="Unreal Engine 4">4</a></li>
<li><a href="Unreal_Engine_5" title="Unreal Engine 5">5</a></li></ul></li>
<li><a href="Unreal_Editor_for_Fortnite" title="Unreal Editor for Fortnite">UEFN</a></li>
<li><a href="Verse_(programming_language)" title="Verse (programming language)">Verse</a></li>
<li><a href="Epic_Citadel" title="Epic Citadel">Epic Citadel</a></li>
<li><a href="Epic_Games_Store" title="Epic Games Store">Epic Games Store</a></li>
<li><a href="Houseparty_(app)" title="Houseparty (app)">Houseparty</a></li>
<li><a href="Sketchfab" title="Sketchfab">Sketchfab</a></li>
<li><a href="Bink_Video" title="Bink Video">Bink Video</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Subsidiaries</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Current</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Chair_Entertainment" title="Chair Entertainment">Chair Entertainment</a></li>
<li><a href="Cloudgine" title="Cloudgine">Cloudgine</a></li>
<li><a href="Harmonix" title="Harmonix">Harmonix</a></li>
<li><a href="Psyonix" title="Psyonix">Psyonix</a></li>
<li><a href="Mediatonic" title="Mediatonic">Mediatonic</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Former</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Big_Huge_Games#Formation_of_Epic_Baltimore" title="Big Huge Games">Impossible Studios</a></li>
<li><a href="Titan_Studios" class="mw-redirect" title="Titan Studios">Titan Studios</a></li>
<li><a href="Pitbull_Studio" title="Pitbull Studio">Pitbull Studio</a></li>
<li><a href="People_Can_Fly" title="People Can Fly">People Can Fly</a></li>
<li><a href="Bandcamp" title="Bandcamp">Bandcamp</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">People</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Current</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Tim_Sweeney_(game_developer)" class="mw-redirect" title="Tim Sweeney (game developer)">Tim Sweeney</a></li>
<li><a href="Mark_Rein_(executive)" title="Mark Rein (executive)">Mark Rein</a></li>
<li><a href="Steve_Polge" title="Steve Polge">Steve Polge</a></li>
<li><a href="Sjoerd_De_Jong" title="Sjoerd De Jong">Sjoerd De Jong</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Former</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Cliff_Bleszinski" title="Cliff Bleszinski">Cliff Bleszinski</a></li>
<li><a href="Mike_Capps_(executive)" title="Mike Capps (executive)">Mike Capps</a></li>
<li><a href="Rod_Fergusson" title="Rod Fergusson">Rod Fergusson</a></li>
<li><a href="Donald_Mustard" title="Donald Mustard">Donald Mustard</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Related</th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Make_Something_Unreal" title="Make Something Unreal">Make Something Unreal</a></li>
<li><a href="Fortnite_World_Cup" title="Fortnite World Cup">Fortnite World Cup</a></li>
<li><i><a href="Epic_Games_v._Apple" title="Epic Games v. Apple">Epic Games v. Apple</a></i></li>
<li><i><a href="Epic_Games_v._Google" title="Epic Games v. Google">Epic Games v. Google</a></i></li>
<li><a href="Coalition_for_App_Fairness" title="Coalition for App Fairness">Coalition for App Fairness</a></li></ul>
</div></td></tr><tr><td class="navbox-abovebelow" colspan="2"><div>
<ul><li>§ Cancelled games</li>
<li><span class="noviewer" typeof="mw:File"><span title="Category"></span></span> Category</li></ul>
</div></td></tr></tbody></table></div>
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