Rag Doll Kung Fu

Rag Doll Kung Fu

Rag Doll Kung Fu

Real (physics) ultimate power.

Remember when you were a kid, and you had those crazy bendy-flap pin clip things? I've got a feeling they have a proper name, but I'm also fairly sure that they slip out of existence once you're past the age of 12, unless you become a primary school teacher when you're allowed to see them again, so it doesn't really matter. You'd push them through a hole in two bits of card, and then bend the two flaps of metal back against the flat surface, so the two were attached, but could rotate around. And of course you'd be doing this to make a little person with pose-able limbs. And then you could colour it in. Then it would be time for break, and you'd graze your knee. Which you never do any more. Not even primary school teachers still graze their knee. But what were primary schools doing covering their playgrounds with loose, sharp gravel? My theory: playgrounds were paid for by sticking plaster companies - an investment to ensure business stayed good. I'm on to you Elastoplast - your reign of tyranny against the patellae of the under-12s will soon come to an end.

Rag Doll Kung Fu is a lot like that. Except without the colouring in. Or pretty much everything else. I'm only redeemed by the peculiar similarity of its characters' movement, with those-there cardboard figures.

The project of Lionhead employee, Mark Healey, RDKF (which looks like it should be an internet abbreviation for something horribly insulting) is distributed via Valve's Steam, but it's important to stress has nothing other to do with Valve, or the Source engine. It's a completely independent work, sold using Valve's proposed publisher-frustrating distribution method, much the same as the extremely fine, and 4th most bestest game of 2005, Darwinia.

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