On Tuesday, Epic Video games, the maker of Unreal Engine and studio behind Fortnite, continued its push into proudly owning a nook of the game- and software-development ecosystem by buying Mediatonic, the makers of common online game collection Fall Guys.
The studio, headquartered in London with satellite tv for pc operations all through Europe, was shaped in 2005 and is usually recognized for contract work on licensed video games (together with a big stint making “net” video games for platforms like Fb), solely to blow up final yr with Fall Guys, a unusual, family-friendly twist on the burgeoning “battle royale” style. The sport’s 2020 success was propelled partially by a PlayStation Plus giveaway and excessive viewership on Twitch.
Steam wiggle room?
This studio acquisition means Devolver Digital has been relieved as Fall Guys’ writer. In its stead, Epic Video games’ possession of Unreal Engine will probably be leveraged, as per Mediatonic’s announcement on Fall Guys‘ future:
Fortnite and Rocket League have already got tons of options we would like to carry to Fall Guys—account techniques, cross-play, squad vs. squad modes, and so forth… We will work exhausting on bringing extra of those options to Fall Guys, too!
This comparability to Rocket League is a right away reminder that Epic has been bullish on the studio-acquisition entrance, since it bought recreation maker Psyonix in Might 2019. Inside a yr of that acquisition, Epic turned the sport Rocket League (which initially launched with a $19.99 MSRP) right into a free-to-play product, and Mediatonic’s FAQ by itself acquisition acknowledges this risk by saying the corporate has “nothing to announce proper now” about going F2P. In Psyonix’s transition, Rocket League was ultimately wrested away from Steam for PC gamers, and Mediatonic has, for now, pledged that its personal recreation “will stay purchasable on Steam and PlayStation” and can quickly get ports to Xbox and Nintendo Swap. (That language about “will stay purchasable” offers Mediatonic and Epic Video games loads of wiggle room to alter the deal going ahead.)
Epic Video games’ development-acquisition tear has largely revolved round software program and instruments, not recreation studios, as evidenced by the corporate’s acquisition of the vastly common RAD compression and improvement suite in January. (Should you’ve performed console or PC video games prior to now decade, you have seen the RAD brand in at least one recreation’s opening crawl, if not dozens of them.) And two animation-minded acquisitions, of Hyprsense in November 2020 and Cubic Movement in March 2020, have been paid ahead in Epic’s “digital people” initiative, which revolves round spectacular real-time human animations for Unreal Engine video games and software program alike. These acquisitions have come alongside continued rounds of funding in Epic’s favor, with summer time 2020 seeing the studio getting an injection of $1.78 billion.