Cortex Command: Difference between revisions
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{{Infobox |
{{Infobox video game |
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| title = |
| title = |
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| image = [[File:Cortex command.jpg|250px]] |
| image = [[File:Cortex command.jpg|250px]] |
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| publisher = Data Realms LLC |
| publisher = Data Realms LLC |
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| distributor = |
| distributor = |
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| version = 1.05 |
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| modes = [[Single-player]], Local [[Multiplayer]] |
| modes = [[Single-player]], Local [[Multiplayer]] |
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| released = 28 September 2012 <ref>http://devlog.datarealms.com/cortex-command/cortex-command-1-0-playtest-preview/</ref> |
| released = 28 September 2012 <ref>http://devlog.datarealms.com/cortex-command/cortex-command-1-0-playtest-preview/</ref> |
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| designer = Daniel Tabár (Development Director) |
| designer = Daniel Tabár (Development Director) |
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| media = Web download |
| media = Web download |
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| requirements = |
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| input = Keyboard,<br /> keyboard & mouse,<br /> generic controller |
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}} |
}} |
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== Development == |
== Development == |
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[[File:Cortex Command video game screenshot.png|thumb|left|''Cortex Command'' screenshot.]] |
[[File:Cortex Command video game screenshot.png|thumb|left|''Cortex Command'' screenshot.]] |
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The game engine was designed and built by Dan Tabár (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">{{Cite news| last = Griffin | first = Mike | title = Cortex Command: Brain slayers in outer space | newspaper = [[Play (US magazine)|Play]] | pages = pp64–65 | date = June 2008 | url =| postscript = <!--None--> }}</ref> As of May 2008, the game was described as being in development for approximately seven years, with Dan Tabár 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 [[Lua (programming language)|Lua]] and [[INI file |
The game engine was designed and built by Dan Tabár (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">{{Cite news| last = Griffin | first = Mike | title = Cortex Command: Brain slayers in outer space | newspaper = [[Play (US magazine)|Play]] | pages = pp64–65 | date = June 2008 | url =| postscript = <!--None--> }}</ref> As of May 2008, the game was described as being in development for approximately seven years, with Dan Tabár 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 [[Lua (programming language)|Lua]] and [[INI file|INI]] files, 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 Tabár (Cortex Command)| author = W., Tim| publisher =indiegames.com | date = 2008-05-27| accessdate= 2008-07-01}}</ref> Influences for the game include the ''[[X-COM: UFO Defense]]'' series.<ref name="play" /> |
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== Reception == |
== Reception == |
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The control system for the unfinished version of the game has been described as "too fiddly to be considered entertaining.<ref name="pcformat">{{cite web |author=Alan Dexter |title=Cortex Command |publisher=[[PC Format]] |url=http://blog.pcformat.co.uk/page/pcformat?entry=cortex_command |date=2007-03-05 |accessdate=2008-07-26 }}</ref> Others described the game as requiring patience, asking players to "take [their] time and experiment".<ref name="rps">{{cite web |author=Jim Rossignol |title=Cortex Command |publisher=Rock, Paper, Shotgun |url=http://www.rockpapershotgun.com/2008/04/23/cortex-command/ |date=2008-04-23 |accessdate=2008-07-26 }}</ref> The game has been compared to other games in the genre, such as ''[[GunBound]]''<ref name="pcformat" /> and ''[[Worms (series)|Worms]]''<ref name="rps" /> (or more accurately, [[Liero]]). Positive reviews praise the detailed physics, as well as the chaotic gameplay. |
The control system for the unfinished version of the game has been described as "too fiddly to be considered entertaining.<ref name="pcformat">{{cite web |author=Alan Dexter |title=Cortex Command |publisher=[[PC Format]] |url=http://blog.pcformat.co.uk/page/pcformat?entry=cortex_command |date=2007-03-05 |accessdate=2008-07-26 }}</ref> Others described the game as requiring patience, asking players to "take [their] time and experiment".<ref name="rps">{{cite web |author=Jim Rossignol |title=Cortex Command |publisher=Rock, Paper, Shotgun |url=http://www.rockpapershotgun.com/2008/04/23/cortex-command/ |date=2008-04-23 |accessdate=2008-07-26 }}</ref> The game has been compared to other games in the genre, such as ''[[GunBound]]''<ref name="pcformat" /> and ''[[Worms (series)|Worms]]''<ref name="rps" /> (or more accurately, [[Liero]]). Positive reviews praise the detailed physics, as well as the chaotic gameplay. |
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''Cortex Command'' was the ''Indie Games'' Game of the Month for April 2008.<ref name="indiegames_gotm">{{cite web |author= |title=Game of the Month, April 2008 |publisher=indiegames.com |url=http://www.indiegames.com/gameofthemonth/ |date= |accessdate=2008-07-26 }}</ref> |
''Cortex Command'' was the ''Indie Games'' Game of the Month for April 2008.<ref name="indiegames_gotm">{{cite web |author= |title=Game of the Month, April 2008 |publisher=indiegames.com |url=http://www.indiegames.com/gameofthemonth/ |date= |accessdate=2008-07-26 }}</ref> |
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*[http://www.datarealms.com/forum/ Official Fan Forum] |
*[http://www.datarealms.com/forum/ Official Fan Forum] |
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*[http://www.cortexcommandru.3dn.ru Russian Fan Forum] |
*[http://www.cortexcommandru.3dn.ru Russian Fan Forum] |
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[[Category:Action video games]] |
[[Category:Action video games]] |
Revision as of 16:35, 12 August 2014
Developer(s) | Data Realms LLC |
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Publisher(s) | Data Realms LLC |
Designer(s) | Daniel Tabár (Development Director) |
Platform(s) | Microsoft Windows, Mac OS X, Linux |
Release | 28 September 2012 [1] |
Genre(s) | Action game |
Mode(s) | Single-player, Local Multiplayer |
Cortex Command is a 2-dimensional side-scrolling action game developed by Data Realms. The player takes the role of a stationary or mobile 'brain', which can take control of other purchased units, in order to accomplish objectives. Current missions range from tasks such as retrieving a control chip in a cave filled with zombies to defending the brain from attack. 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 (as the game is still in extensive development), but includes unlimited play and extra features unavailable on the demo.[2]
Development
The game engine was designed and built by Dan Tabár (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.[2][3] As of May 2008, the game was described as being in development for approximately seven years, with Dan Tabár quitting his job in mid-2006 to work full-time on the project.[4] No versions for game consoles are planned.[4] The game allows several components to be modified using Lua and INI files, such as Scenes (or levels), Actors, Weapons, and more.[4] Influences for the game include the X-COM: UFO Defense series.[3]
Reception
The control system for the unfinished version of the game has been described as "too fiddly to be considered entertaining.[5] Others described the game as requiring patience, asking players to "take [their] time and experiment".[6] The game has been compared to other games in the genre, such as GunBound[5] and Worms[6] (or more accurately, Liero). 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.[7]
Cortex Command won the Audience Award and Technical Excellence at the 2009 Independent Games Festival.[8]
References
- ^ http://devlog.datarealms.com/cortex-command/cortex-command-1-0-playtest-preview/
- ^ a b "Cortex Command". Data Realms LLC. Retrieved 2008-07-27.
- ^ a b Griffin, Mike (June 2008). "Cortex Command: Brain slayers in outer space". Play. pp. pp64–65.
{{cite news}}
:|pages=
has extra text (help) - ^ a b c W., Tim (2008-05-27). "Interview: Dan Tabár (Cortex Command)". indiegames.com. Retrieved 2008-07-01.
- ^ a b Alan Dexter (2007-03-05). "Cortex Command". PC Format. Retrieved 2008-07-26.
- ^ a b Jim Rossignol (2008-04-23). "Cortex Command". Rock, Paper, Shotgun. Retrieved 2008-07-26.
- ^ "Game of the Month, April 2008". indiegames.com. Retrieved 2008-07-26.
- ^ "11th Independent Games Festival". gamasutra.com. 2009-03-26. Retrieved 2009-03-30.