Skip to content
— CH. 1 · INTRODUCTION —

Eidos Interactive

~8 min read · Ch. 1 of 7
7 sections
  • Eidos Interactive began not in a boardroom but in a family living room at Christmas 1983, when a young advertising account executive named Dominic Wheatley watched his brother play a game on a brand-new Commodore 64. That moment planted a conviction: ordinary people, not just professionals, were about to start buying computers and games. Within months, Wheatley and his colleague Mark Strachan had quit their advertising jobs, pooled their savings with money raised through friends and family, and set up a company they named by stitching their first names together. From that improvisational start, Domark grew into Eidos Interactive, a publisher whose franchises, including Tomb Raider, Hitman, Deus Ex, and Championship Manager, would define a generation of gaming. How did two ad men with no technical background build one of Britain's most recognisable games labels? And what happened when the money, the mergers, and the megafranchises finally outran the founders themselves?

  • Wheatley was the grandson of the thriller writer Dennis Wheatley, but his own ambitions in 1984 lay firmly in commerce rather than literature. Back at his London advertising agency after that Christmas visit, he pitched the games idea to Strachan. Strachan said no at first. He changed his mind when he toured city retailers and found ZX Spectrum computers sold out everywhere, a sign that public appetite for home gaming was real and growing. Both men were twenty-four years old when they resigned and founded Domark.

    Their first product was an adventure game called Eureka!, built with Andromeda Software and the Hungarian developer Novotrade. To write it they recruited Ian Livingstone, then a prominent figure in British gaming culture who already held a stake in Domark. Livingstone's involvement was a coup; his investment after seeing the company operate was an even bigger one. Domark added a promotional twist: finish the game, dial a number shown on screen, and the first caller would win a prize. Eureka! sold 15,000 copies and gave the founders a foundation.

    A James Bond licence followed in 1985, when Domark secured rights to A View to a Kill. Despite delays from scope creep, Wheatley later recalled the game was "actually quite successful." Strachan and Wheatley were proving that contacts, hustle, and a good hook could compensate for their lack of development experience.

  • The Trivial Pursuit board game was at the peak of its cultural moment when Domark approached Leisure Genius, a company already known for converting board games to software. Leisure Genius was sceptical the conversion would work. Domark took the job to Oxford Digital Enterprises instead, and when Trivial Pursuit arrived in 1986 it sold roughly two million copies. That figure transformed the company. Domark could now afford proper offices and a real staff.

    Arcade conversions arrived next, through a chance encounter at the Consumer Electronics Show in Las Vegas in 1987. Wheatley was there alone when he met Manlio Allegra, an agent representing Atari Games among other companies. Allegra worked through a list of games available for licensing at low prices; Wheatley stopped him when he reached the Star Wars trilogy. They agreed a deal within Wheatley's stated budget. Domark brought a German programmer to England who had already developed a Star Wars title for the Amiga and set him to work. The royalty cheque paid to Atari Games just two months after the games released was large enough that Atari hired Domark as its exclusive partner for computer conversions of its arcade catalogue.

    By 1990 Domark had an in-house development team called The Kremlin, operating out of its Putney headquarters. Headcount reached twenty by 1992, the same year Livingstone joined the board as a formal investor. Wheatley moved to the United States that year to manage American business contacts more closely, and Domark opened a formal US subsidiary in Silicon Valley in 1993.

  • In 1994, Strachan and Wheatley met Charles Cornwall, chairman of a company called Eidos that developed video compression software for systems including the Acorn Archimedes. Domark was struggling financially; Eidos had no sales to speak of. The two companies structured a reverse takeover, with Domark's operations folded into the newly enlarged Eidos as a subsidiary. The deal, announced in September 1995, bundled in developers Simis and Big Red Software alongside Domark. Eidos floated on the London Stock Exchange that same year. Livingstone became executive chairman; Strachan departed.

    The acquisition that changed everything came in April 1996, when Eidos bought CentreGold. That deal brought in the publisher U.S. Gold and its development subsidiary Core Design, a Derby studio that had already been building a game starring an archaeological adventurer named Lara Croft. Tomb Raider launched in October 1996 and made Eidos a household name in gaming. Crystal Dynamics, a Redwood City studio, was added in September 1998, and in 1999 Eidos took a 51 percent stake in Ion Storm, the Dallas developer behind the Deus Ex series.

    Not all moves went smoothly. Auditors Coopers and Lybrand resigned from Eidos in 1997, citing corporate governance concerns, with KPMG stepping in to replace them. Eidos founder Stephen Streater resigned as a director in June 1999 and went on to start Forbidden Technologies. CEO Cornwall left the following year to pursue technology and mining interests, with former COO Michael McGarvey taking over. A publicised takeover bid from Infogrames Entertainment SA failed to materialise in October 2000.

  • Championship Manager had roots stretching back to September 1992, when Sports Interactive released the first instalment for Domark. When Eidos founded Beautiful Game Studios inside its own headquarters in 2003, it was specifically to continue the Championship Manager franchise after splitting from Sports Interactive. The series was one of the company's longest-running brands, and keeping it in-house signalled how seriously Eidos guarded its key properties.

    In January 2002, Eidos launched a label called Fresh Games to localise Japanese titles for Western markets, releasing games including Mister Mosquito, Mad Maestro!, and Legaia 2: Duel Saga. In March 2004, the company acquired Danish studio IO Interactive, which was at that point developing Hitman: Contracts as a published title. Ian Livingstone, who had guided the company from its earliest days, stepped down as chairman in September 2002 and shifted to the role of creative director.

    Core Design attempted to pitch a Tomb Raider remake to mark the franchise's tenth anniversary in 2005. Former studio manager Gavin Rummery recounted in 2015 that the project impressed its new owners, but Crystal Dynamics had its own competing demo, and the Core version was cancelled. In May 2006, Rebellion Developments acquired Core Design's assets and staff. The Tomb Raider brand itself remained with the parent company. Ion Storm was closed in February 2005, ending the studio that had made Deus Ex a critical landmark.

  • On the 21st of March 2005, Eidos received a takeover bid from Elevation Partners, a private equity firm led by former Electronic Arts president John Riccitiello. One day later, games publisher SCi tabled a competing offer. Elevation withdrew in late April, and SCi's takeover was finalised on the 16th of May 2005, with Eidos Interactive becoming part of SCi Entertainment Group. Livingstone was the only board member to remain, taking the role of product acquisition director.

    The merged company renamed itself Eidos in December 2008 after a turbulent period. In January 2008 CEO Jane Cavanagh and her management team departed following a share price collapse of more than fifty percent and shareholder demands for leadership change. Phil Rogers, a former Electronic Arts corporate development director, was brought in as CEO in February 2008. His restructuring plan cancelled fourteen in-development projects and aimed to cut annual operating costs by a defined amount by June 2008. Rogers later described the goal as becoming a "leaner and fitter company" that was "studio-led." A Montreal studio that had opened in November 2007, later named Eidos-Montreal, was developing a new entry in the Deus Ex franchise during this period.

    In February 2009, Square Enix agreed to purchase Eidos for an undisclosed sum, backed by majority stakeholder Warner Bros. The takeover completed on the 22nd of April 2009, ahead of the original target date. Eidos Hungary, formerly Mithis Entertainment, was closed among a round of cuts that month. By the 10th of November 2009, the merger was fully complete, with Eidos absorbed into a new entity called Square Enix Limited, organised under Square Enix Europe. Rogers stayed on to lead that division and became CEO of Americas and Europe in 2013.

  • In May 2022, Square Enix announced it would sell a collection of studios and intellectual properties to Embracer Group, a Swedish games holding company. The package included Crystal Dynamics, Eidos-Montreal, and Square Enix Montreal, plus the rights to Tomb Raider, Deus Ex, Thief, Legacy of Kain, and roughly fifty back-catalogue games. Embracer described the incoming assets as its twelfth operative group.

    Phil Rogers, who had shepherded the Eidos brand through its Square Enix years, moved to Embracer and led the new group, which was given the name CDE Entertainment, standing for Crystal Dynamics and Eidos. The deal closed on the 26th of August 2022. In November 2022, Embracer shut down Square Enix Montreal and transferred the Eidos-Shanghai studio to Gearbox Entertainment, where it was renamed Gearbox Studio Shanghai.

    The franchises that Strachan and Wheatley had never imagined when they quit their advertising jobs in 1984 had by this point passed through four distinct corporate parents. On the 20th of May 2022, Embracer stated publicly that it saw potential in sequels, remakes, and remasters for the acquired properties, with Lara Croft's adventures and the Deus Ex series among the titles awaiting a next chapter under new stewardship.

Common questions

Who founded Eidos Interactive and when was it started?

Eidos Interactive traces its origins to Domark, founded in 1984 by Mark Strachan and Dominic Wheatley, two advertising account executives in London. In 1995, Domark was acquired by a video compression software company called Eidos, and the merged publishing operation became Eidos Interactive in 1996.

What were Eidos Interactive's most famous game franchises?

Eidos Interactive's flagship franchises included Tomb Raider, developed by Core Design and first released in October 1996; Championship Manager, first released in September 1992; Deus Ex, developed by Ion Storm; Hitman, developed by IO Interactive; Thief; and Legacy of Kain.

When did Square Enix acquire Eidos Interactive?

Square Enix completed its takeover of Eidos on the 22nd of April 2009 and fully merged the company into Square Enix Limited by the 10th of November 2009. The acquisition was backed by Warner Bros., which was the majority stakeholder in Eidos at the time.

Why did SCi take over Eidos in 2005?

Games publisher SCi made a takeover bid for Eidos on the 22nd of March 2005, one day after a competing offer from private equity firm Elevation Partners. Elevation Partners, led by former Electronic Arts president John Riccitiello, had proposed an injection of funds to keep Eidos solvent; SCi's offer prevailed after Elevation withdrew in late April, with the deal finalised on the 16th of May 2005.

What happened to the Tomb Raider franchise after Eidos was acquired?

After Square Enix absorbed Eidos, the Tomb Raider franchise remained with Square Enix. In August 2022, Embracer Group completed the purchase of Crystal Dynamics, Eidos-Montreal, and the Tomb Raider intellectual property as part of a larger deal that also included Deus Ex, Thief, and Legacy of Kain.

What role did Ian Livingstone play at Eidos Interactive?

Ian Livingstone was recruited as the writer of Domark's first game, Eureka!, in 1984 and subsequently invested in the company. He joined Domark's board in 1992, became executive chairman when Eidos floated on the London Stock Exchange in 1995, stepped down to creative director in September 2002, became product acquisition director under SCi in 2005, and was named Life President of Eidos when Square Enix completed its takeover in April 2009.

All sources

87 references cited across the entry

  1. 2magazineFrom the Archives: DomarkDavid Crookes — Imagine Publishing — 10 November 2011
  2. 3webDominic Wheatley: My 'Eureka' moment in computer gamingJames McKeigue — 23 February 2011
  3. 6webEidos President and CEO Ian Livingstone departs after 20 yearsAlexa Ray Corriea — 30 September 2013
  4. 7magazineFour Way Merger Between Domark, Big Red, Simis, and EidosChristopher Sherman — Imagine Media — April 1996
  5. 10webCore Founder Steps Down15 July 2003
  6. 13webAUDIT - Coopers ditches Eidos as firms get choosyJohn Stylianou — 1997-08-14
  7. 14webOpticom under juletreet i 99Eirik Flaa — 1998-01-20
  8. 15newsEidos's £28.4m deal for Crystal is virtual realityGuy Dresser — September 8, 1998
  9. 17webVapor warChristine Biederman — April 29, 1999
  10. 21news£50m share offer to save EidosDan Milmo — 2001-05-31
  11. 23webLivingstone Presumes Reappearance At EidosSimon Carless — 29 September 2005
  12. 24webEidos launches Australian operationMartin Taylor — 2003-08-06
  13. 28webElevation Partners Purchases EidosNich Maragos et al. — 21 March 2005
  14. 29magazineEidos Accepts Elevation Buyout; SCi Makes PlayGeorge Szalai — 29 March 2005
  15. 31newsEidos' board resigns2005-05-20
  16. 32webLivingstone takes on new role at EidosEllie Gibson — 30 September 2005
  17. 33webQ&A: Ian Livingstone on 10 years of LaraEmma Boyes — 15 November 2006
  18. 35webRebellion acquires Core Design staff and assetsEllie Gibon — 16 June 2006
  19. 36webWarner Bros, SCi Sign Investment, Licensing AgreementJason Dobson et al. — 15 December 2006
  20. 37webEidos closes mobile developer Rockpool GamesAlexander Sliwinski — 23 January 2009
  21. 38webEidos buys into digital distribution, casual gamesBrandon Sinclair — 16 April 2007
  22. 39webEidos brings Majesco to Europe, AustraliaBrendan Sinclair — 18 April 2007
  23. 40webEidos Announces Deus Ex 3, Talks New Montreal StudioLeigh Alexander — 26 November 2007
  24. 41webEidos resurrecting Deus Ex?Tor Thorsen — 26 November 2007
  25. 42webSCi confirms approach has been madePhil Elliott — 4 September 2007
  26. 45newsGame Over for Tomb Raider bossLouise Armitstead — 13 January 2008
  27. 46webSCi management quit beleaguered publisherMatt Martin — 2008-01-18
  28. 48webSCi appoints Funsoft, THQ vet as COOMatt Martin — 2008-01-21
  29. 50magazineInterview – Phil RogersBen Parfitt — 2008-04-07
  30. 54magazineSCi results reaction15 September 2008
  31. 55magazineEidos opens Shanghai baseMicheal French — 19 September 2008
  32. 57magazineEnix risingRob Crossley — 14 April 2010
  33. 59webEidos closes Manchester studioMatt Martin — 23 January 2009
  34. 60webSquare Enix Trying To Buy Tomb RaiderLuke Plunkett — 12 February 2009
  35. 61webEidos Pencils In Square Enix Takeover For MayMike Fahey — 4 March 2009
  36. 62webWarner Backs Square Enix Bid For EidosDavid Jenkins — UBM plc — February 16, 2009
  37. 63webEidos approves takeover by Square EnixTim Bradshaw et al. — 27 March 2009
  38. 65magazineSquare Enix comes clean on cuts and closureRob Crossley — 2010-04-19
  39. 67webSquare Enix Lets Eidos Be EidosMike Fahey — 27 March 2009
  40. 69webGoodbye Eidos, Hello Square Enix EuropeLuke Plunkett — 8 July 2009
  41. 70webSquare Enix revamps Europe operationPhil Elliott — 7 July 2009
  42. 71webSquare Enix confirms European identityPhil Elliott — 10 November 2009
  43. 72webSquare and Eidos now known as Square Enix EuropeStephany Nunneley-Jackson — 2009-11-10
  44. 80webEidos Shanghai becomes Gearbox ShanghaiBrendan Sinclair — November 15, 2022
  45. 81webEidos closes Ion Storm AustinTom Bramwell — 2005-02-11
  46. 83bookThe video game industry: formation, present state, and futurePeter Zackariasson et al. — Routledge — 2012
  47. 84citationEidos-Montréal 15th Anniversary15 February 2022
  48. 85webEidos acquires mobile developer MorphemeMatt Martin — 17 April 2007
  49. 86webEidos drops casual games studioMatt Martin — 9 February 2009
  50. 87webEmbracer Group Shuts Down Montreal Video Game StudioJason Schreier — November 1, 2022
  51. 88webSquare Enix opens London mobile studioJames Batchelor — 20 October 2021