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IGM Interviews: Barry Leitch (Horizon Chase)

It’s no secret that the perfect complement to a well-engineered game is the soundtrack that effortlessly blends within the background. Everything from loading screens...

IGM Interviews: Björn Johannessen and Fredrik Tolf (Haven & Hearth) – Part 2

Welcome back to our interview with Björn Johannessen and Fredrik Tolf, two Swedish developers who have worked on and off on Haven & Hearth for the past eight...

Dungeons of Aledorn Kickstarts the Old-School RPG Experience

When thinking “old-school RPG” sometimes a good question is to ask “which old-school?” If titles like Might and Magic, King’s...

IGM Interviews: Team 21 (Dungeons of Aledorn)

Dungeons of Aledorn is a turn-based RPG that we first heard about in the IGM Forums. Its ambitious style and combat system, including motion capture for nearly every...

IGM Interviews – Aaron Reed and Jacob Garde (Ice-Bound) Part 2

After a brief break, we’re finally back with more from Ice-Bound creators Aaron Reed and Jacob Garde! If you missed out on the first part, you can find it here,...

IGM Interviews – Dreamlords Digital (Graywalkers: Purgatory)

Ugh, zombies. Enough with the zombies. Seriously, why are you even still watching The Walking Dead? Everyone dies, the end. You really need to wait 10 seasons for that?...

IGM Interviews – Chase Bethea (I Can’t Escape: Darkness)

I Can’t Escape had an incredible soundtrack bolstering its atmosphere, and this music is a huge part of what made the game feel so oppressive and dark. That music...

IGM Interviews – Scott Cawthon (Five Nights at Freddy’s)

Five Nights at Freddy’s has been blowing up online lately. The simple, straightforward gameplay mechanics and frightening animatronics just seem to be resonating...

IGM Interviews – Scott Brown (Wyrmbyte)

I can be a tough critic when I want to be, but truth be told, I’m pretty easy to please. (Everyone has a soft spot somewhere I guess.) Well, for those wondering how to...