Posts Tagged ‘vertigo’

Ow, My Brain: Vertigo

By John Walker on November 21st, 2012.

Even looking at it is making me feel a bit queasy now.

I think I exclaimed “Oh no!” about three times in the first two levels of Vertigo. The good kind of “Oh no!” Taking elements from a lot of other games, and a strong visual similarity with the wonderful 1000 Amps, Vertigo is a free puzzle platformer that’s genuinely clever. And hurts my brain. My poor, maligned brain.

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Hail To The Chef: Cook, Serve, Delicious Demo

By Adam Smith on October 8th, 2012.

Games have taught me quite a lot about cooking and running a restaurant, mostly that it’s all about time management. It’s absolutely fine to rush from cleaning a blocked toilet to kneading burger meat into a patty as long as it’s all done efficiently. Cook, Serve, Delicious (!) has an admirable name. I expected another verb at the end, making a full sequence of actions, but why say ‘eat’ when you can shout ‘delicious’? The game is from the makers of The Oil Blue and contains a basic management metagame wrapped around a core of juggling orders, preparing and purchasing ingredients, and trying not to become overwhelmed by gluttonous demands. There’s a demo and even a freeware game of old that this appears to be based on.

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Up Against The Wall: Vertigo

By John Walker on December 12th, 2011.

This is an accurate representation of me climbing.

I’m a simple man, driven by simple pleasures. Such as when playing a climbing simulator, deliberately placing one foot on the rock, and then with arms by my side, placing a second foot on the rock. And watching the character fall stupidly on his back. But then I’m a twit. Vertigo is actually a rather serious climbing game, very impressively recreating the necessary actions and thought that goes into scaling a vertical surface. Using ragdoll physics, you control each of the guy’s four limbs to find grips on a rockface, seeing how high you can get him. Which is more interesting than it sounds.

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The Flare Path: Custer’s Last Cake Stand

By Tim Stone on December 9th, 2011.

Most military historians only eat foods with battle connections. The last time I popped round to John Keegan's for tea, he laid on a spread that included everything in this picture.

Before I serve newly baked word-cakes in The Flare Path tearoom, I like to leave them by an open window to cool for an hour or two. This week I left stories about the Microsoft Flight beta-tester recruitment drive, the Steel Armor: Blaze of War trailer, and the GTR3 teaser site on my usual sill, and when I came to collect them… THEY WERE GONE! I can only assume rascals took them, or possibly it was scallywags or rapscallions. Rapscallions have been getting increasingly bold of late. My neighbour reckons they’re becoming more of a menace than ne’er-do-wells, but he’s a big old racist so I tend to take everything he says with a pinch of salt. The point is: What am I going to witter on about this week? Read the rest of this entry »

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The Flare Path: Vertigo, Volo, Memo

By Tim Stone on October 14th, 2011.

Many mountains share names with WW2-era aircraft. A basalt FP point to the person that correctly identifies the highest of these aero-peaks. (Only one guess each!)

Looking for the latest gen on brutal Peruvian insurgency games? You’re in the wrong place. My Shining Path column appears on a Tuesday. The Flare Path concerns itself with gentler, less Maoist matters. In two of the splendidly singular creations word-sketched beyond the jump, the only person you can murder is yourself, and in the other one it’s plastic tanks and army men that get it in the neck. Read the rest of this entry »

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All your BASE are belong to CIS

By Tim Stone on February 1st, 2009.

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While I wish AaaaaAAaaaAAAaaAAAAaAAAAA!!! every success, I can’t let the “there’s nothing like it” claim in the feature list go unchallenged. For the last two years Russian outfit Digital Dimension Development have been quietly peddling their own flying squirrel sim. BASE doesn’t have surreal skyscrapers, smashable panes or hand signalling, but it does have aerodynamic realism, a scary sense of altitude, and a demo that lets you hurl yourself off the top of Moscow’s loftiest landmark.

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