Posts Tagged ‘cortex command’

Wot I Think: Cortex Command

By Tim Stone on October 9th, 2012.


Robot-building, base-constructing, side-scrolling, brain-protecting, physics-physicking slapstick tactical combat game Cortex Command finally has a campaign version and so is, in a sense, finished. It’s also out on Steam. Tim sent his own brain in to investigate.
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Brainy: Cortex Command To Get Steam Release, Trailer

By Jim Rossignol on September 24th, 2012.


Cortex Command is a recipe book for robots fighting each other across a 2D landscape. It is brilliant, it is difficult, it is awkward, it is ludicrous and fantastic. It’s one of my favourite indie projects – long hampered by tortuously slow development over many years – and I am pleased as punch that it is now about to find itself on that vast steambotic behemoth of a distribution platform. Data Realms have been working on the campaign setting quite intensively – we had a brief look at it some months back – and that’s what will roll out with the 1.0 Steam version. There’s a video detailing the new meta-game which is overlaid on to the familiar physics-heavy tactical game. Massive 40-minute preview video below, dominated by an explanation of the strategic game. Skip to around 35 mins for serious tactical action bit, although the dev’s voice is getting drowned out a bit by that stage.

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Cortex Command Is Still Unfinished, Amazing

By Jim Rossignol on October 18th, 2011.

Hastily mocked up screenshot.
I love Cortex Command. It’s one of my favourite indies ever. The current build of this brain-defending, bunker-building, robot-deploying, side-scrolling tactical digging and shooting game means that it has a tonne of interesting scenarios you can set up and play, but currently the campaign (which I’d jumped into to take a look at) is a bit completely broken. Cortex Command has been out in “work in progress” beta form for about 47 years, but there’s been a bit of progress of late, and so I’m hoping we’ll see that campaign built upon soon. Nevertheless, for those of you who’ve not played this yet – and you really should have done by now – there’s a free (and sadly harshly limited) demo on the site.
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New Cortex Command

By Jim Rossignol on November 8th, 2008.


We just noticed, thanks to TIGSource, that there’s a new build of the excellent bunker-building, side-scrolling, robot-smashing, real-time tactical base-managing shooter, Cortex Command. It’s filled with fixes, tweaks, and has a new campaign map. I’ll chime in with TIGSource’s Derek and say that this is the kind of game that makes PC gaming so compelling: it’s complicated, challenging, and utterly esoteric in both its ambitions and execution. The hand-drawn art is wondrous, and the huge menu of possibilities it offers for your battles against other base-building players is enthralling. Tricky as hell, but you’ll want to take some time to experiment.

Imagine if Worms was an unfinished RTS designed by an artistically-inspired robo-festishist. You’d be in the right kind of ballpark. I’ll understand if you don’t like this game one bit, but you should at least have a look.

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Cortex Command

By Jim Rossignol on April 23rd, 2008.


Travesty! I’ve just realised that we’ve never linked to the utterly superb bunker-architecting side-scrolling four-player battle game Cortex Command. Luckily IndieGames.com feature page averted this catastrophe, and I can link you guys to the demo.

Cortex Command is a 2D base-building game in the vein of Worms, only with robots piloted by disembodied brains and giant bunked filled with electronic death. (Also the astoundingly detailed pixel-art and physics makes Worms look a bit like it was made during a sneezing accident.) It does require a bit of patience, however, so take your time and experiment. This one is highly recommended.

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