Being a Scotch person, I suffer a daily indignity of idiots asking me to say words that that have the letter ‘r’ in them. ‘Murder’ is a particular favourite. I honestly don’t know what’s so funny about hearing the word ‘murder’ coming from someone with a Glaswegian accent. When you hear it up there, it means you’re either watching Taggart, you’re about to take a broken bottle to a vital organ, or you’ve met my dad. You don’t want to do any of those, frankly. I was reminded of this as I watching the Murrrrderrrredrrr: Soul Suspect trailer, a game about the ghost of a detective solving his own murrrderrrrerrererrrering.
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Posts Tagged ‘airtight games’
By Craig Pearson on August 21st, 2013.
By Nathan Grayson on July 25th, 2012.
In the beginning, there was Quantum Conundrum, and it was… pretty decent, with occasional flashes of both brilliance and dimension-shattering frustration. However, in this era where games no longer come on tapes or frisbees, they are capable of producing new content from thin air – like a magician bending the fabric of reality to produce a bunny. And while Quantum Conundrum’s DLC won’t have any bunnies (that I know of), one of the two announced mini-expansions will center around Ike, who is somewhat bunny-like in stature. Meanwhile, the other pack, The Desmond Debacle, will be led by a drinking bird and feature “hours” of puzzle-solving. Beforehand, however, you’ll have to strain your brain to solve the diabolical Should-You-Buy-It Conundrum. Perhaps I can help you with that.
By Nathan Grayson on July 3rd, 2012.
So Alec declared the wonderfully whimsical Kim Swift’s (which makes her sound like some kind of circus magician) Quantum Conundrum “that most maddening, saddening breed of videogame – the Almost Success.” But what does Alec know? Maybe he accidentally clicked on James Bond: Quantum of Solace or a quantum physics lecture instead. So clearly, the only solution is to take it for a test drive yourself. And now, you can do that with a freshly fluffy demo that’s emerged from Steam’s magical vapors. But, uh, you may not learn quite as much as you’re hoping.
By Alec Meer on June 21st, 2012.
I vowed solemnly to myself that I would offer my written opinion upon Quantum Conundrum without so much as mentioning Portal. “Alec old bean”, I bellowed at myself while brushing my teeth and drinking a large glass of whiskey in the shower, “it’s not terribly proper to forever perceive someone in the light of their previous achievements. You should treat this new game of physics puzzles from former Portal lead Kim Swift and her current studio Airtight Games as its own entity rather than in regard to how it compares to Valve’s non-combat first-person games. I say, would you like a scotch egg with that?”
When I left the shower to start actually playing Quantum Conundrum, it was near-instantly clear this promise to myself could not in good conscience be met.
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By Nathan Grayson on June 21st, 2012.
It’s the final day of E3. Most attendees have died exhausted and alone, with only XXXL shirts and fliers for NOS energy drinks as bartering chips in their bid to enter the pearly gates of the great beyond. I shuffle into a tiny booth cubicle – technically for an appointment, but mostly in vain hope of discovering some hidden developer pillow mountain. Inside, I instead find Quantum Conundrum mastermind Kim Swift… excitedly chatting with Square Enix PR about Left 4 Dead, energized as someone who just woke up from being frozen in a block of ice for thousands of years.
It was pretty surprising at the time – given that she was coming off not only a grueling E3 but also an entire development cycle. But then, I suppose there’s a sort of giddy limit-defying elation in finally crossing the finish line. And, as Swift went on to tell me, she got to do it her way – even with a titan as large as Square Enix looming over the production. Which is kind of incredible, when you think about it. So then, how did all of this come about?
By Nathan Grayson on June 1st, 2012.
Too much or too little. It seems like game trailers can never show just enough. I’m dubbing it the Quantum Conundrum Conundrum in honor of today’s absolutely unhinged trailer for Kim Swift’s brain-twister. I mean, I suppose it’s understandable, given that Square and Airtight (Squaretight?) had to condense four dimensions‘ worth of stuff into one video. But goodness, there’s a lot going on here. Boxes fluffifying, safes swooping in meticulous, war-like formation, and images shifting every two seconds – as though powered by my web-browsing habits. It’s all a bit much. Watch the full thing after the break. Then re-watch it to figure out what was actually going on.
By Adam Smith on May 17th, 2012.
When John tried to unravel Quantum Conundrum he reported that there were several dimensions, including a heavy one, a gravity reversing one and another that slows down time. Those sit alongside (if dimensions sit or have sides) the fluffy dimension that has been shown in the previously released videos. I didn’t believe a word of Walker’s report of course. Why would he be traipsing around dimensions that the rest of us haven’t even laid eyes on? What gives him the right?
Sadly, a new video shows that there is indeed a dimension that slows down time more effectively than Uncle Boring McDullston’s slides from his annual fortnight long road trip around Milton Keynes’ grid system. John probably made a lucky guess.
By John Walker on April 4th, 2012.
You know what was rubbish? Star Trek: The Next Generation. I think I’ve seen every single episode. And how do I empirically know it was rubbish? Because every time John de Lancie showed up in it, playing the god-like brat Q, his glow of awesomeness shone a light on the pastel gloom that surrounded him. In a ship powered by Geordi’s sighing, motivated by Troi’s whinging, and kept in order by Picard’s tugging, not even the almost-quite-good Brent Spiner could rescue it from its maudlin Roddenberry-driven goodie-goodie nonsense. But Q – the moment he appeared on deck the sound of popping pomposity filled your ears. Oh, yes, sorry – John de Lancie has been signed up to provide voices for Kim “Portal” Swift’s Quantum Conundrum.
By John Walker on March 16th, 2012.
At GDC last week, I grabbed the opportunity to sit down and chat with Kim Swift, Portal co-creator and project lead on the forthcoming first-person puzzler, Quantum Conundrum. We discussed the inevitability of comparisons with her previous hit, the constraints of making a game on a tight budget, and why kids are better gamers than we’ll ever be.
By John Walker on March 16th, 2012.
On some level, your brain knows the right place to head toward when playing Quantum Conundrum. Created by the co-creator of Portal, despite certainly being a different game, the puzzles seem to stimulate that same lateral place that requires you enter into the reinterpretation of physics that inhabits the gaming world. Except this time, it’s a lot fluffier.
By John Walker on February 15th, 2012.
Beyond a couple of videos of creator Kim Swift playing Quantum Conundrum, details have been pretty quiet about the game from Airtight Games. Today we’ve received a load of fluff. Aha! A joke about PR. A bunch of new, extremely pink screenshots are below, along with some information about the fluffy dimension of the game.