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A noir mature game in which you play the role of a detective. You will need to emotionally manipulate suspects, make hard decisions and carefully manage the grand investigation against a mysterious terrorist organization.
Interrogation is a noir detective game with RPG elements and a strong narrative backbone. It puts the player in the shoes of an investigator that is leading the fight against a fictional terrorist organization, the powerful Liberation Front.
It follows in the footsteps of games like "Papers' Please" or "This War of Mine", thought-provoking games with innovative gameplay. Interrogation aims at being an immersive narrative experience that will get players thinking by challenging their preconceptions about a number of highly relevant contemporary subjects like terrorism or police brutality. It analyses, without forcing any conclusion, the power dis-balance between citizens, the state and large corporations.
- the on-the-spot psychological profiling required during a high-stakes interrogation
- the fast conversational decision making required under time pressure
- the nuance and tact required for extracting information out of a terrorist
- the difficult moral choices that have to be made, the boundaries and rules that have to be broken
- the PR and logistical constraints of a long-term operation against a well-funded charismatic extremist organization
The game’s gameplay is divided into two phases:
Rich and poor, left or right leaning, women or
men, The Liberation Front filled its ranks with people from all walks of life.
They want to dismantle society as we know it and to rebuild it from the ground
up. Can you stop them? Will you stop them?
The 10 interrogation scenes will be the
central part of the game. They simulate real conversations in which players
will need to emotionally manipulate the suspects in front of them, as well as
Understanding your subject’s backgrounds and their motivations will be key toward choosing whether to approach them through intimidation, guile or empathy. Towards this, the game doesn't hold your hand. We give you options of what questions to ask and we track the way in which they influence the emotions of the suspects. In turn, this will lead to future questions, answers and reactions.
To what lengths are you willing to go to in order to attain your goals… that is your choice.
Outside the interrogation phases, the campaign
phases ask you to decide how to allocate resources and perks, as well as to
make major story decisions with consequences both immediate as well as reaching
into future chapters. Ethics, morality and efficiency are all factors that will
need to be balanced. Or not. Your call.
Beating a complex and realistic terrorist organization is no easy task. You need to carefully manage a limited budget, wisely allocate missions to your agents and be cunning in the way in which you talk to the press, politicians or even other members of the police. In Interrogation you need to do all these things and do them well. The Liberation Front will not be easy to dismantle.
All of Interrogation's art and sound is built around tension. The custom music conveys, with increasing tempo, the imminent danger that the player is working against, as well as the serious nature of the challenge. The music tracks of each episode foreshadow the narrative consequences of the player’s performance.
The almost-monochrome art also focuses the action on the narration, pointing to the realistic nuanced personalities of the characters.
Drawing the players into the story is key for us. That is why we carefully hand-draw every animation by rotoscoping over 1000 photos of over 40 actors, some of them with more than 40 years of experience on stage.
The life of small indie devs is not as tension-filled as that of a top level detective fighting terrorists, and the overall shape of society may not be determined by our performance in our craft. However, this does not mean it is not filled with stress, worries and doubts. It does not mean that we do not face hard choices everyday, that we do not need to take a lot of things into account when developing our product: costs, morale, public perception, player feedback etc.
The Square Enix Collective community could be of great help for us in this challenging quest: releasing a game as novel and as unusual as Interrogation. Your feedback could be crucial in giving us the guidance we need whenever we are unsure of our decisions. Your support could help us pull through hard times. Last, but not least, you could be our saviors in the difficult moments ahead, when our savings may run out and we would stop being able to work on Interrogation. That will happen very soon and crowdfunding could be the solution for us. We know that Square Enix Collective is a great launchpad for a future Kickstarter so here we are, laying the groundwork for that.
Andrei “Dexter” Olaru is the captain of Critique Gaming. An economist, a security expert, a trainer and a career debater with international results, he’s the entrepreneurial spirit of the team, handling project and team management, wrangling needed resources.
Marius Petcu has a BA in Computer Science from the Bucharest Polytechnic. With artistic spirit and a background in debating, he’s the team’s programmer. He makes sure the abstract thoughts and ideas of the team take tangible form, supple and interactive on the player’s screen.
Yanna Zosmer is a graduate of the National University of Arts, a professional illustrator, a great cat lover and a hair-color metamorph. She gives identity and visual form to all of the team’s creative content.
David Moscovici has a master’s degree in law, is grumpy, is a trainer and career debater and is the team’s game designer. He writes the narrative content, insures the balance and dynamics of game mechanics and handles the creative direction of the games.
Dragos “Dexi” Antoniu is an economist but his soul is in music. Passionate about contemporary popular art, he creates the sounds and soundtracks for Critique Gaming.
Completing our art team, Mădălina Șoimu is a Computer Science student. She has a knack for smart video games and for drawing art for them.
Mihai Oprea, studies law in Bucharest and identifies as a life-long literature lover. With significant experience in table-top RPG design, Mihai works as a writer and narrative designer at Critique Gaming.
Amateur musician and video game enthusiast, Catalin Nedelus hates waking up early. However, when it comes to game development he is like fish in the water.