Posts Tagged ‘airtight games’

Murdered: Soul Suspect, Quantum Conundrum Dev Closes

By Nathan Grayson on July 3rd, 2014.

Murdered: Soul Suspect was about a ghost detective trying to solve his own murder, but there’s not a whole lot of mystery steaming off developer Airtight’s color-drained corpse. Recent games like Quantum Conundrum – while by no means bad – weren’t huge hits, there were layoffs, QC lead (and former Portal designer) Kim Swift took off, and Murdered never really built up much buzz. Times were tough all around, and it looks like Airtight wasn’t quite able to keep its head above water.

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Wot I Think: Murdered – Soul Suspect

By Adam Smith on June 4th, 2014.

Murdered: Soul Suspect is the tale of a silly man solving his own stupid murder. It’s an insubstantial game that won’t haunt your hard drive or your memory for long, but before I hammer the nails into its coffin, I’m going to talk about the good times and the merriment we enjoyed together. Despite the flimsiness of its mechanics and structure, Airtight’s dead detective drama has a certain hokey charm and I’m glad I spent a few hours in its company, but it’d be best enjoyed with a Mysterious Science Theatre commentary and an audience willing to riff on its weirdly earnest ghost stories. That’s the good times done with. Here’s wot I think.

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Death Of A Salem: Murdered – Soul Suspect

By Adam Smith on May 23rd, 2014.

In the past, I’ve approached Murdered: Soul Suspect with an eyebrow raised and a spot of mockery on the tip of my tongue. Playing as DC’s Deadman disguised as a grumpy detective, the player is responsible for solving the greatest mystery of all – their own murder! Potentially intriguing, yes? But then, as the latest trailer demonstrates, somebody kept adding new ingredients to the pot until the broth had become gelatinous. There are demons to fight, powers of teleportation, clues to the town’s past, ghosts to sidequest with, other victims to protect and all sorts of other supernatural silliness. Basically, if a ghost can do it, the game will include it. You’ll join forces with a medium – “you can see me?” – and posssess a cat.

I am fully prepared to love this preposterous plaything.

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Ghost Dick: Murdered – Soul Suspect

By Adam Smith on May 7th, 2014.

a ghost trick is something a ghost whore does for ghost money

In Murdered: Soul Suspect, the man who killed you is primed to strike again. Catching him will be hard, partly because you’re a flimsy fedora ghost but mostly because this murderer leaves “no clues and no leads”. That’s according to the news reports in the trailer below, although they do mention immediately afterwards that a ‘crude drawing of a bell’ is left at the scene of the murders. That seems like it might be a clue, or maybe even a lead. Whether any information can be gleaned from the drawings or not, their existence has led to the perp being lumbered with ‘The Bell Killer’ as his murder-name. I was hoping that phantom protagonist Ronan O’Connor would make a grave reference to the fact that he met his bell end at the hands of the bell killer but, alas, it is not to be.

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Witness The Murdered: Soul Suspect Trailer

By Craig Pearson on August 21st, 2013.


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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No Fluff: Quantum Conundrum’s Interdimensional DLC

By Nathan Grayson on July 25th, 2012.

It's crucial to get your children acclimated to top hats at a very young age if you expect them to lead normal, decent lives.

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.

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Quantum Conundrum Activates The Demo Dimension

By Nathan Grayson on July 3rd, 2012.

When you exit, the demo notes that Ike will 'be sad' if you don't buy the full version. So, of course, I bought 800.

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.

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Wot I Think: Quantum Conundrum

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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Kim Swift On Quantum Conundrum’s Past, Present, Future

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?

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Trailer Overwhelming: Quantum Conundrum’s PrE3 Taster

By Nathan Grayson on June 1st, 2012.

This pretty much sums up the entire game, I think.

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.

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Quantum Conundrum Serves Some Science Juice

By Adam Smith on May 17th, 2012.

Not time for fun with physics but rather fun with the physics of time

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.

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John “Q” de “Q” Lancie Is In Quantum Conundrum

By John Walker on April 4th, 2012.

Actual footage.

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.

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Kim Swift: Quantum Condundrum, Small Budgets & Kids

By John Walker on March 16th, 2012.

Hello inevitable plushie.

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.

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