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Three Moves Ahead

Three Moves Ahead 297: Frozen Cortex

Three Moves Ahead

Idle Thumbs

Games & Hobbies, War Games, War, Strategy Games, Games, Strategy, Video Games

4.8532 Ratings

🗓️ 7 March 2015

⏱️ 72 minutes

🧾️ Download transcript

Summary

Mode 7 developer Ian Hardingham joins Rob and Fraser to talk about Frozen Cortex, the robot football follow-up to 2011's Frozen Synapse. Fighting robots! Running plays! Stats? Wrong end zone!

Transcript

Click on a timestamp to play from that location

0:00.0

Good evening you are listening to Three Moves Ahead, and I'm your host, Rob Zakeney.

0:03.8

Joining me tonight is our regular panelist, my PC Games and colleague, Fraser Brown.

0:08.3

Fraser, welcome to the show.

0:09.9

Hello.

0:11.6

And we also welcome, I think, for the second time to Three Moves Ahead, Mode 7's Ian Hardingham.

0:20.0

Hi, Bob and Fraser. Thanks for having me. Oh, our pleasure.

0:23.6

Today we're going to be talking about Frozen Cortex, which, and already begin to stumble over it

0:29.8

because easy description begins to fail me at this point. Once upon a time, Frozen Cortex was sort of a

0:36.6

future sci-fi robot football type game,

0:39.3

or at least that's how it seemed initially, and it was called Frozen End Zone.

0:43.3

But in a controversial decision, it was renamed Frozen Cortex, and its rules evolved to be quite a bit different than a traditional North American football,

0:53.3

and it's become just a very

0:55.9

tactical future blood sport, I would say. So we'll begin unpacking what Frozen Cortex is over the

1:02.1

course of this conversation. But, you know, before we, you know, before we dive in, I think I will

1:09.2

have Fraser tell us a little bit about how the game works and what he thought of it.

1:15.6

Okay, so if any of you listening have played Frozen Synaps, the kind of core concept, quite similar, where it's all about the planning phase.

1:26.6

So you've got two teams of five handsome robots,

1:31.3

all playing a sort of American football analog, and you create plays for them just by dragging

1:40.3

out waypoints across a map and around little obstacles, little walls that dot around the pitch.

1:46.9

And then you can kind of extend timers on them so they'll stand still for a little while or

1:53.0

maybe run after a certain point. And then you just kind of press play and see how it plays out.

1:59.1

But the trick is to anticipate what your opponent's going to do because you don't see them take their turns.

...

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