
- 68/100
- Players25 ratings

2010 · Chair Entertainment · Action role-playing · Adventure
Infinity Blade
Infinity Blade is a fighting game developed by Chair Entertainment and Epic Games and released through the Apple App Store on December 9, 2010. It is the first iOS video game to run on the Unreal Engine. In the game, the unnamed player character 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 parry, and tap the screen to dodge and block enemy attacks. Upon victory or defeat, the player restarts the game as the character's descendant with the same items and experience level.
- Released
- 9 December 2010
- Platforms
- iOSminiStation
- Genres
- Action role-playingAdventureBeat 'em upFightingRole-playing
- Developers
- Chair Entertainment
- Publishers
- —
- Modes
- MultiplayerSingle-player
- Perspective
- Third person
- Themes
- ActionFantasyScience fiction
- Engine
- Unreal Engine 3
- Country
- United States
- Languages
- English
About
Infinity Blade is an action role-playing game developed by Chair Entertainment and Epic Games and released through the Apple App Store on December 9, 2010. It was the first iOS video game to run on Unreal Engine 3. In the game, the unnamed player character 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 parry, 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 experience level.
The game was developed by a team of twelve people, who took two months to make a playable demo and three more to finish the game. Infinity Blade was intended to demonstrate the new iOS version of the Unreal Engine, and to combine the combat of Karateka and Prince of Persia with the loneliness of Shadow of the Colossus. The game received four free expansions that added new equipment, endings, and game modes.
Keywords
- medieval
- achievements
- on-rails
- boss fight
- ogres
- digital distribution
- leveling up
- polygonal 3d
- microtransaction
- touch controls
- original soundtrack release
- parrying
Media
The articlegameplay, story, development, reception
Gameplay
In the primary portion of Infinity Blade, the player character 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 pan 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 cutscene as the player character moves to the next location, or a sword battle with an enemy. 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 parry 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 counterattack for a short period, but incorrect counters result in damage to the player character, as reflected in the health bar. When players fail in battle en route to the God King, the game resets to the location preceding the previous battle.
Development
Infinity Blade was created by Chair Entertainment, a subsidiary company of Epic Games. In July 2010, Chair had both recently finished the Xbox Live Arcade game Shadow Complex and been acquired by Epic. Chair was brainstorming Kinect and Wii games, including an idea similar to Infinity Blade, and Epic was nearing completion of an iOS version of the Unreal Engine 3 graphics engine and in need of a "killer game" to show it off. Epic had previously licensed the engine for use in numerous console and personal computer games.
They asked Chair to develop a game for the engine in five months, with a playable demo for the Apple Special Event conference in two months. The team decided within a few days to work on the Infinity Blade concept, codenamed "Project Sword". 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.
Reception
Infinity Blade 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. By the end of 2011, it had made at least US$23 million in revenue. Around fourteen months after the initial release, Chair noted that half of the game's sales were for the iPhone and half were for the iPad and iPod. After releasing the sequel, Epic Games noted in 2012 that the series was Epic's most profitable by measure of revenue against person-hours spent in development.
Infinity Blade was reviewed by several major gaming sites in addition to mobile game-focused sites. Critics praised the game's graphics heavily. IGN 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." GamePro's Ryan Rigney called the game "downright gorgeous" and said that the graphics were almost at the level of an Xbox 360 game, which was echoed by John Meyer of Wired, who claimed that it had the best graphics of any iPad game. The reviewer for Edge further praised the art direction, especially with regards to the enemy and armor designs.
Awards
Releases by platformdates and regions as published
Editions and related releases
- Ported as
- Infinity Blade FX
- Built on it
- Infinity Blade FX
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Collections1 collection
Platform libraries
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Description adapted from its source, CC BY-SA 4.0.
