Posts Tagged “xbla”

The good people at DIYGamer.com have posted a list of what we agree are:

10 Great Indie Games You Didn’t Play In 2009.

Interestingly enough one of the games on this list – SWAP! – is by the same indie developer (Arkedo Studio) who had a different game on XBLIGR.com’s (that’s Xbox Live Indie Game Reviewer to you):

Top 10 Xbox Live Indie Games of 2009.

Now go check out these lists – there are tons of amazing indie goodies to play with!

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The Behemoth, the developer behind perhaps the most popular or well-loved XBLA game of all time – the four-player dungeon hack n slasher “Castle Crashers” is starting to show what they have been planning for an encore. And what an encore it will be:

“Having shipwrecked on a mysterious island you find yourself both betrayed by your best friend Hatty and captured by the locals. All of this is happening while being forced into deadly performances.” It looks deliciously grim. Watch the trailer now.

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So Indie You: Developer Profiles

Andrew Roberts, Cosmic Logic.

The indie gaming scene is here and growing like a CA brush fire, but it wouldn’t be what it is today without the dedication of programmers, designers and companies willing to release quality titles without the backing of major publishers. Here at IndieGameReviewer, we want to know what makes ‘em tick.

We had a chance to interview Andrew Roberts, CEO of Cosmic Logic, a new and talented team who are already making a name for themselves in the indie gaming community.

cosmic_logic_logo

IndieGameReviewer: Andrew, can you tell us how Cosmic Logic came into being?

Andrew Roberts: Cosmic Logic officially became incorporated in April of 2008, however, was in conception for over 4 years before that point. In 2004, while still in college studying business, I had the idea that someone should start a video game company that was rooted in the 80’s. I thought it would be unique for a company to start making games as if it were 1983, and simply make a game as if it were to be launched on NES or Atari 2600. From that, the company would take that same game, and do a 16 bit sequel, followed by a 3D sequel, etc. The main point however, was to start small with a game that could be realistically put on the market with minimal development time, while at the same time building brand recognition by designing strong characters and planning sequels.

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