After enjoying a trip back to simpler times with the unique Text Zedventure, I tracked down its creator Matthew Reynolds to talk about his game. After the break, Matthew tells us why he chose Save The Rhino as the charity which some of the sales proceeds are going to, how he has absolutely no coding skills and still has a videogame under his belt, and what the name Text Zedventure is really all about…

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I get the feeling that Text Zedventure was developed for me. Or at least the special subset of people who held choose-your-own-adventure books very dear to their hearts. As a young boy, I used to love ‘playing’ the Fighting Fantasy gamebooks; a whole series of paperbacks from the pens of Steve Jackson and Ian Livingstone, who later went on to found Games Workshop. Played with a pair of dice and a pencil to make notes and fight battles, the gamebooks allowed the reader to forge his own path through the adventure, making key decisions along the way. Although Text Zedventure lacks the dice, and the combat, of these fondly-remembered works, I can’t help but feel that a love for the choose-your-own-adventure paperbacks beats at its austere heart.

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Reviewing Decay – Part 1 using traditional videogaming criteria is a tricky business, as it bears little resemblance to anything else on the Xbox Live Indie Game platform, or any of the current crop of retail titles. Sure, there are puzzles, and the kind of item examination and use that recalls fond memories of a certain Resident Evil, a franchise cited as one of developer Shining Gate Software’s influences. But there is no jump button, no shooting, no health bars, no enemies, no game overs. Just a series of moments, snatches of plot, a few cerebral puzzles and an atmosphere of true dread.

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Following on from last week’s developer interview for FlipSide, infinitecontinues brings you another Q&A session with the creator of this week’s reviewed Xbox Live indie title, The Impossible Game. FlukeDude (Twitter feed here) gives us the lowdown on the choices he made whilst developing the game, how it’s so difficult even he struggles with it, and what other games he has up his sleeve. Full interview after the jump.

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I must be feeling masochistic. After subjecting myself to Brian O’Keefe’s brutal gate-‘em-up FlipSide last weekend, this week I cranked up the difficulty gauge by yet another notch by downloading the ominously-titled ‘The Impossible Game’ from the Xbox Live Indie Games platform. Although its name suggests it offers an insurmountable challenge, the inclusion of a ‘Beat The Game’ medal on the game’s menu screen offers a glimmer of hope. Regardless, this is still the gaming’s Mount Everest.

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So impressed were we of independent game FlipSide, that we asked its creator Brian O’Keefe to answer some questions about his Xbox Live Indie Games title. Happily, he obliged, answering the following questions by the magic of email from all the way across the pond. Find out after the jump how the game came about, why it’s so bloody hard, what it’s like getting a game onto Xbox Live Indie Games and what that murderous zebra on the box art is all about…

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Despite loving blockbuster games from big-name developers as much as the next person, infinitecontinues also likes to champion the cause of the proverbial ‘little guy’, the one-man-band outfits whose love of videogaming inspires them to put together their own creations. In the first of a new series of reviews of titles available on the Xbox Live Indie Games platform, we check out FlipSide, a pure skill-based game that’s as sadistic as it is addictive.

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