In the past Sam Barlow had made a name for himself working on titles in the Silent Hill series, including Silent Hill Origins and Silent Hill: Shattered Memories. The latter title was particularly influenced by psychology, with much of the game being set in a psychiatrist’s office. This focus on a formal setting combined with an intimate discussion of a person’s history was something that would be carried over into Barlow’s more recent work, the critically acclaimed Her Story.

“Once I had decided that I wanted to go make an indie game, I was kind of trying to figure out what that game should be,” Barlow begins. “The easiest thing for me to go out and make would have been an exploratory, atmospheric horror game, with some clever narrative twist to it. There’s that whole kind of genre that, I think, has become quite prevalent amongst indies. Dropping a player into a dark atmospheric environment with a flashlight is quite easy to do, but that almost felt too easy.”

Inspired by Simogo games and their unwavering creative vision, Barlow set out to build a police procedural game, a concept he had previously struggled to get off the ground when working with publishers. This became Her Story, an interactive videogame, where players piece together the details of a single case using found archived interview footage on an ageing police computer. “I’d pitched publishers the idea of doing a detective game many times over the years,” says Barlow. “It just always seemed to me like an obvious thing. If you look at movies, TV, books, half of this stuff is police shows or murder mysteries or serial killer shows. It’s such a big thing, but games have kind of struggled with it. I wanted to make a police procedural and in my head I had kind of zoomed in on the idea of the interview route. It felt that that was the kind of thing to do, because I was reducing scope. If this is a game that’s taking place in the interview room then I don’t need car chases, lots of locations, and tons of characters, so that would be a sensible thing to do.

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