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'''''Cortex Command''''' is a [[2D computer graphics|2-dimensional]] [[side-scrolling video game|side-scrolling]] [[action game]] developed by Data Realms. In the game, the player takes the role of a disembodied brain, who controls various clones and robots to achieve his aims. The main goal of the game is mining gold, which is used to purchase new clones, weaponry and craft which is then used to eliminate competitors. As the brain is weak, the player must manage his resources carefully, protecting the brain, mining gold and fighting off enemies. The game includes the ability for players to create mods (additions and changes to the game) with the built in [[Lua (programming language)|Lua]] programming applet, and simple scripting.
'''''Cortex Command''''' is a [[2D computer graphics|2-dimensional]] [[side-scrolling video game|side-scrolling]] [[action game]] developed by Data Realms. In the game, the player takes the role of a disembodied brain, who controls various clones and robots to achieve his aims. The main goal of the game is mining gold, which is used to purchase new clones, weaponry and craft which is then used to eliminate competitors. As the brain is weak, the player must manage his resources carefully, protecting the brain, mining gold and fighting off enemies. The game includes the ability for players to create [[mod (computer gaming)|mods]] (additions and changes to the game) with the built in [[Lua (programming language)|Lua]] programming applet, and simple scripting.


The game was first released as an open beta and was later released for purchase with a time-limited [[game demo|demo]] version available as well. The full version is still being refined, but includes unlimited play and extra features unavailable on the demo.<ref name="cc_home">{{cite web |title=Cortex Command |url=http://www.datarealms.com/games.php |author= |publisher=Data Realms LLC |date= |accessdate=2008-07-27}}</ref>
The game was first released as an open beta and was later released for purchase with a time-limited [[game demo|demo]] version available as well. The full version is still being refined, but includes unlimited play and extra features unavailable on the demo.<ref name="cc_home">{{cite web |title=Cortex Command |url=http://www.datarealms.com/games.php |author= |publisher=Data Realms LLC |date= |accessdate=2008-07-27}}</ref>
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== Development ==
== Development ==


The game engine was designed and built by Dan Tabar (Data), using several [[open source]] [[library (computing)|libraries]]. The [[Graphical user interface|GUI]] was built by Jason Boettcher, the artwork is by Arne Niklas Jansson (Prom) and the long awaited [[Mac OS X]] port is now completed by ex-Rockstar Games programmer Chris Kruger.<ref name="cc_home" /><ref name="play">{{Citation| last = Griffin | first = Mike | title = Cortex Command: Brain slayers in outer space | newspaper = [[Play (US magazine)|Play]] | pages = pp64–65 | year = 2008 | date = June 2008 | url = }}</ref> As of May 2008, the game was described as being in development for approximately seven years, with Dan Tabar quitting his job in mid 2006 to work full time on the project.<ref name="indiegames" />. No versions for game consoles are planned. <ref name="indiegames" /> The game allows several components to be modified using the [[Lua (programming language)|Lua]] programming language, such as Scenes (or levels), Actors, Weapons, and more.<ref name="indiegames">{{cite web |url = http://www.indiegames.com/blog/2008/05/interview_dan_tabar_cortex_com.html | title = Interview: Dan Tabar (Cortex Command)| author = W., Tim| publisher =indiegames.com | date = 2008-05-27| accessdate= 2008-07-01}}</ref>
The game engine was designed and built by Dan Tabar (Data), using several [[open source]] [[library (computing)|libraries]]. The [[Graphical user interface|GUI]] was built by Jason Boettcher, the artwork is by Arne Niklas Jansson (Prom) and the [[Mac OS X]] port is by an ex-[[Rockstar Games]] programmer Chris Kruger.<ref name="cc_home" /><ref name="play">{{Citation| last = Griffin | first = Mike | title = Cortex Command: Brain slayers in outer space | newspaper = [[Play (US magazine)|Play]] | pages = pp64–65 | year = 2008 | date = June 2008 | url = }}</ref> As of May 2008, the game was described as being in development for approximately seven years, with Dan Tabar quitting his job in mid 2006 to work full time on the project.<ref name="indiegames" />. No versions for game consoles are planned. <ref name="indiegames" /> The game allows several components to be modified using the [[Lua (programming language)|Lua]] programming language, such as Scenes (or levels), Actors, Weapons, and more.<ref name="indiegames">{{cite web |url = http://www.indiegames.com/blog/2008/05/interview_dan_tabar_cortex_com.html | title = Interview: Dan Tabar (Cortex Command)| author = W., Tim| publisher =indiegames.com | date = 2008-05-27| accessdate= 2008-07-01}}</ref>
The current game build is number 23.
The current game build is number 23.



Revision as of 22:17, 19 April 2010

Title screen of Cortex Command
Developer(s)Data Realms LLC
Publisher(s)Data Realms LLC
Designer(s)Daniel Tabar (Development Director)
Platform(s)PC, Mac
ReleaseTBA
Genre(s)Action game
Mode(s)Single-player, Multiplayer

Cortex Command is a 2-dimensional side-scrolling action game developed by Data Realms. In the game, the player takes the role of a disembodied brain, who controls various clones and robots to achieve his aims. The main goal of the game is mining gold, which is used to purchase new clones, weaponry and craft which is then used to eliminate competitors. As the brain is weak, the player must manage his resources carefully, protecting the brain, mining gold and fighting off enemies. The game includes the ability for players to create mods (additions and changes to the game) with the built in Lua programming applet, and simple scripting.

The game was first released as an open beta and was later released for purchase with a time-limited demo version available as well. The full version is still being refined, but includes unlimited play and extra features unavailable on the demo.[1]

Development

The game engine was designed and built by Dan Tabar (Data), using several open source libraries. The GUI was built by Jason Boettcher, the artwork is by Arne Niklas Jansson (Prom) and the Mac OS X port is by an ex-Rockstar Games programmer Chris Kruger.[1][2] As of May 2008, the game was described as being in development for approximately seven years, with Dan Tabar quitting his job in mid 2006 to work full time on the project.[3]. No versions for game consoles are planned. [3] The game allows several components to be modified using the Lua programming language, such as Scenes (or levels), Actors, Weapons, and more.[3] The current game build is number 23.

Influences for the game include the X-COM: UFO Defense series.[2]

Reception

Despite being in development, unfinished playable demonstration versions of the game have been made available to try. The control system for this unfinished version has been described as "too fiddly to be considered entertaining.[4]. Others described the game as requiring patience, asking players to "take [their] time and experiment".[5] The game has been compared to other games in the genre, such as GunBound[4] and Worms.[5] Positive reviews praise the detailed physics, as well as the chaotic gameplay.

Cortex Command was the Indie Games Game of the Month for April 2008.[6]

Cortex Command won the Audience Award and Technical Excellence at the 2009 Independent Games Festival.[7]

References

  1. ^ a b "Cortex Command". Data Realms LLC. Retrieved 2008-07-27.
  2. ^ a b Griffin, Mike (June 2008), "Cortex Command: Brain slayers in outer space", Play, pp. pp64–65 {{citation}}: |pages= has extra text (help)CS1 maint: date and year (link)
  3. ^ a b c W., Tim (2008-05-27). "Interview: Dan Tabar (Cortex Command)". indiegames.com. Retrieved 2008-07-01.
  4. ^ a b Alan Dexter (2007-03-05). "Cortex Command". PC Format. Retrieved 2008-07-26.
  5. ^ a b Jim Rossignol (2008-04-23). "Cortex Command". Rock, Paper, Shotgun. Retrieved 2008-07-26.
  6. ^ "Game of the Month, April 2008". indiegames.com. Retrieved 2008-07-26.
  7. ^ "11th Independent Games Festival". gamasutra.com. 2009-03-26. Retrieved 2009-03-30.