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Empire Interactive

Empire Interactive was a and developer founded in 1987 as Empire Software by entrepreneurs Simon Jeffrey and Higgins in the . The company initially concentrated on titles before expanding into console games, establishing itself as a key player in the an market with operations in , , , , and a sister entity . It rebranded to Empire Interactive Europe Ltd. around 1989 and published over 100 games across various genres, including , sports, and strategy simulations. In 2000, Empire Interactive restructured and listed on the London Stock Exchange as , marking a period of growth that saw it acquire subsidiaries like Rowan Software for flight simulation development. The company was acquired by firm Silverstar Holdings in 2006, which aimed to bolster its presence. However, financial difficulties led to proceedings, and Empire Interactive ceased operations on May 5, 2009, with its catalog subsequently licensed to Zoo Publishing. Among its most notable publications were the high-octane racing game FlatOut: Ultimate Carnage (2007), the arcade-style pinball title Pro Pinball: The Web (1995), and the cult classic adventure game (1994), which contributed to its reputation for accessible, genre-blending entertainment. Other standout releases included 911: First Responders (2006), highlighting the company's diverse output in adventure and simulation categories.

History

Founding and early years (1987–1999)

Empire Interactive was founded in 1987 in by Higgins and Simon Jeffrey as Empire Software, a and initially focused on PC titles. The company targeted the market through publishing, developing, and distributing games, capitalizing on the growing demand for software in the region during the late . In 1989, the publishing brand Empire Interactive Entertainment emerged from the merger of Oxford Digital Enterprises and Entertainment International (UK) Ltd., which strengthened its operational base and expanded its portfolio of titles. This consolidation allowed the company to build a steady stream of releases, including early notable such as the MegaTraveller series (1990–1991), published under Empire Software, which adapted the into a digital format for and other platforms. Other key early publications included the 1991 PC port of , an arcade-style action game originally by , and in 1994, a cyberpunk adventure developed by Creative Reality. By the late , Empire Interactive had evolved from a modest startup into a recognized player in the and mid-range PC title segment, utilizing labels like Fair Game for re-releases and affordable packaging to broaden its market reach in . This foundation in cost-effective PC publishing positioned for further expansion into dedicated lines, such as Xplosiv introduced in 2000.

Expansion and acquisitions (2000–2005)

In early 2000, Empire Interactive launched the Xplosiv label as a budget range for PC titles, aiming to make high-quality games more accessible at lower price points. This initiative marked a strategic shift toward value-oriented , building on the company's established PC roots to broaden its reach in . Later that year, in July 2000, the company restructured and listed on the (AIM) of the London as Empire Interactive . The label quickly gained traction with re-releases and compilations, including titles licensed from partners like . By 2003, Xplosiv expanded to the platform, introducing affordable console games and further diversifying Empire's portfolio beyond full-price releases. To bolster internal development capabilities, Empire Interactive acquired the UK-based studio Rowan Software in December 2000, known for flight simulations, followed by the acquisition of in November 2000. Founded in 1996, specialized in PC simulations and strategy games, such as , providing Empire with enhanced in-house production support for future projects. This acquisition aligned with the company's growth ambitions, enabling greater control over game development and faster turnaround for titles under the expanding Xplosiv banner. Diversification beyond gaming came in March 2002 when Empire Interactive acquired the music creation software line from the insolvent eJay AG through an asset deal. This move capitalized on eJay's popularity in consumer music production tools, integrating it as a new revenue stream and extending Empire's offerings into creative software. The acquisition, valued initially at €100,000 with Empire holding a 65% stake, represented a pivotal step in broadening the company's scope amid the dot-com era's challenges. During this period, key releases exemplified Empire's evolving publishing strategy, including the European distribution of the adventure game in 2000, which showcased narrative-driven titles on PC. The company ventured into consoles with ports like in 2002, a based on the animated film, highlighting early multi-platform efforts. By 2004, Mashed: Drive to Survive further demonstrated growth in vehicular combat racing for and , emphasizing competitive multiplayer experiences. These titles underscored Empire's transition from PC-focused origins to broader console publishing. Empire's expansion extended to international operations, with increasing presence in by the mid-2000s through localized releases and distribution partnerships. This included North American launches of titles like and console entries such as , facilitating market penetration beyond . The shift to consoles, particularly starting with in 2003, solidified Empire's position as a multi-platform publisher, supported by acquisitions and label innovations that enhanced global scalability.

Ownership change and administration (2006–2009)

In June 2006, Empire Interactive sold its internal development studio Strangelite to , as part of efforts to streamline operations amid growing financial challenges. This transaction marked an early divestment, following the company's earlier acquisition of studios such as Razorworks from in 2000. Later that year, in November 2006, Silverstar Holdings acquired 85% of Empire Interactive's shares for approximately £4.75 million, shifting control away from founder Ian Higgins and integrating the publisher into Silverstar's portfolio alongside . The takeover aimed to bolster Silverstar's position in independent interactive entertainment but introduced new administrative pressures on Empire's operations. By May 2008, escalating financial difficulties prompted the resignation of CEO Ian Higgins after 21 years with the company, leaving Empire under Silverstar's direct oversight. In July 2008, Empire implemented a 30% staff reduction to cut costs by an estimated $3 million annually, which included the sale of its remaining internal studio, Razorworks, back to along with its 30 employees. These measures, including a management reorganization, sought to improve efficiencies but failed to stabilize the company. Empire Interactive entered administration on 1 May 2009, with KPMG Restructuring appointed to manage the process, resulting in the layoff of 49 out of 55 employees while six remained to assist in winding down operations. Following the collapse, the company's intellectual property rights were sold to U.S.-based IP, which subsequently granted exclusive licensing, publishing, and distribution rights for the catalog to Zoo Publishing on 7 May 2009. This arrangement allowed Zoo to re-release titles, port them to new platforms, and develop sequels based on Empire's former assets.

Business operations

Publishing model and labels

Empire Interactive adopted a publishing model centered on budget and value-priced , primarily targeting markets with affordable titles for PC and consoles. This approach emphasized accessible pricing to broaden reach, often through re-releases and low-cost editions of . The company relied heavily on licensing third-party games for localization, distribution, and repackaging across , while maintaining limited in-house capabilities. This allowed Empire to curate a diverse portfolio without substantial original production costs, focusing instead on efficient adaptation and volume sales. In January 2000, Empire launched the Xplosiv label as a dedicated low-cost range for PC software, featuring licensed titles from partners like , , and to offer high-quality games at reduced prices. The label expanded to consoles, including releases starting in 2002, further diversifying its budget offerings. Complementing this, the Fair Game label served as an earlier budget imprint for Windows PC titles during the 1990s, primarily handling re-packaged and value editions of prior releases to sustain ongoing revenue from legacy content. Empire pursued co-publishing partnerships with external developers to bolster its catalog, such as its 2000 deal with Funcom to localize and distribute The Longest Journey in the UK. Similar arrangements with studios like Razorworks supported joint efforts on racing titles, such as the joint development of the PlayStation 2 version of World Sports Cars, which was underway at the time of its acquisition.

Subsidiaries and imprints

Empire Interactive maintained its headquarters in London, United Kingdom, with subsidiaries established across Europe in Germany, France, Italy, and Spain to handle regional distribution and localization of its published titles. These entities supported the company's operations by facilitating sales and adaptation for local markets, complementing its core publishing activities. In November 2000, Empire Interactive acquired Razorworks Limited, a UK-based studio founded in 1996, transforming it into an in-house development team focused on racing and action titles. Razorworks contributed to Empire's portfolio by developing the Ford Racing series and other vehicular simulations, such as the PlayStation 2 version of World Sports Cars. The studio was sold to Rebellion Developments in July 2008 amid Empire's financial restructuring. In December 2000, Empire Interactive acquired Rowan Software Limited, a specializing in flight games, for a total consideration of £250,000. Rowan contributed titles such as Rowan's to Empire's portfolio before its focus shifted toward console development. Strangelite Studios operated as an internal development studio for Empire Interactive starting in 2001, specializing in including Sega conversions like and , as well as the film-licensed title . It was acquired by on June 1, 2006, for an undisclosed sum, allowing the studio to continue work on projects for PC and consoles. In March 2002, Empire Interactive acquired the assets of the insolvent eJay AG through an asset deal, establishing eJay Entertainment GmbH as a new subsidiary—65% owned by Empire—to manage the imprint for music production and creative software tools. This move diversified Empire's offerings beyond into multimedia applications, enhancing its portfolio with established creative titles.

Published products

Video games

Empire Interactive began its video game publishing efforts in the late 1980s and early 1990s, focusing primarily on PC titles that emphasized , , and genres. Among its early publications were the games MegaTraveller 1: The Zhodani Conspiracy (1990) and MegaTraveller 2: Quest for the Ancient Cities (1991), which adapted the Traveller RPG system into computer format, allowing players to explore sci-fi universes through character creation, space travel, and . In 1994, the company released , a point-and-click developed by Creative Reality, noted for its top-down perspective, immersive dystopian narrative, and integration of elements in a gritty urban setting. By the late 1990s, Empire expanded into flight simulations with (1999), a Korean War-era sim developed by Rowan Software, featuring dynamic campaigns, multiplayer dogfights, and over 50 historical models. Entering the 2000s, Empire Interactive achieved notable success with adventure and racing titles that bridged PC and emerging console markets. Key mid-decade releases included (2000), a critically acclaimed point-and-click adventure by that Empire published in Europe, blending fantasy and sci-fi worlds through narrative-driven puzzles and . Its sequel, Dreamfall: The Longest Journey (2006), continued the story with enhanced 3D graphics and choice-based storytelling, also under Empire's European distribution. In racing, Mashed (2004), a top-down game, offered chaotic multiplayer races across destructible environments. The series emerged as Empire's flagship franchise, starting with (2004), a stunt-racing game by emphasizing high-speed crashes, mini-games using ejected drivers, and physics-based destruction on PC, PS2, and . This was followed by (2006), which expanded stunt modes and vehicle customization, solidifying the series' reputation for arcade-style vehicular mayhem. Empire Interactive broadened its portfolio with console-focused expansions, targeting PS2, , and later DS platforms. Big Mutha Truckers (2003) marked an early console hit, a trucking /RPG hybrid developed by , available on PS2 and PC, where players managed illicit cargo hauls in a satirical American South setting. titles like 911: First Responders (2006), a game involving real-time crisis response, extended Empire's reach into tactical on PC. The company also ventured into licensed properties with Jackass: The Game (2007), a multi-platform (PS2, PSP, DS) adaptation of the MTV stunt show, featuring physics-driven mini-games and absurd challenges. In its later years, Empire released compilations and sequels that recapped its strengths in racing and strategy. FlatOut: Ultimate Carnage (2007), an enhanced version of exclusive to with improved visuals and 40+ cars, served as a capstone to the flagship series. Additionally, : Emergence (2007), a compilation re-release of the 2000 standalone expansion : (originally published by Empire in ), offered space combat with a focus on and fleet tactics. Over its history, Empire Interactive published more than 100 video game titles across PC, PS2, , and , with the racing series standing out as its most enduring and commercially successful franchise.

Other software

In 2002, Empire Interactive acquired the assets of the insolvent Entertainment AG, forming Entertainment with Empire holding a 65% stake to continue publishing the series of music creation software. This acquisition enabled the company to expand into consumer-oriented tools for music production, targeting users interested in genres like and through intuitive, loop-based interfaces with pre-loaded samples and virtual instruments. Notable titles included eJay Dance 7, released in 2005, which featured over 5,000 sounds and effects for creating club mixes, and Hip Hop 5, also from 2005, offering professional-grade tools for beat-making and simulations. Earlier entries like Hip Hop 4 followed in 2002, building on the series' drag-and-drop simplicity to appeal to non-professional creators. Empire Interactive further diversified its non-gaming offerings with educational and casual titles aimed at younger audiences. Animal Paradise, published in 2007 for , was a allowing users to care for 18 virtual animals, befriend them, and capture photographs using in-game cameras to build a digital album. In 2008, the company released Hello Kitty: Big City Dreams for , an interactive adventure program featuring mini-games where players explored urban environments, made friends, and completed tasks to foster creativity and social skills. Under its budget labels like Xplosiv, Empire Interactive also ported and re-released classic puzzle software to accessible formats. This included a 2008 remake of , originally from 1989, which challenged users to connect pipe segments on grids to guide flowing liquid, available for Windows PC, , , , and . These puzzle titles emphasized quick, replayable problem-solving without narrative depth, fitting the company's strategy for low-cost, evergreen content. The series in particular played a central role in broadening Empire Interactive's revenue streams away from core video game publishing, serving as a flagship non-gaming asset until the company's administration in 2009. Overall, these publications remained modest, concentrated on Windows PCs and emerging handheld platforms like .

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