With Erica, Flavourworks introduced a new way to make games by using film-quality live-action footage, with real actors, in order to tell its story. The studio is back again with Hush, a brand-new crime noir story sporting the same live-action format as the 2019 thriller Erica.
Hush's first chapter, Crane, is now available, following a hitman named Bambi and his run-in with a femme fatale from a rival gang. It's only ten minutes long, but it's the first in what will be an anthology of stories all set in the same city during the same night.
Player choices will change the overall story, but rather than having major impacts in the heat of the moment, the choices here will instead ripple not only through the rest of the individual stories, but through the other separate stories as well.
While Crane is the first of the Hush anthology, there are plenty more stories to tell in this crime-ridden city. GameSpot recently spoke with Jack Attridge, creative director and co-founder of Flavourworks, about Hush, Erica, and why live-action storytelling is at the core of the studio's vision.
We discuss how Flavourworks approached development on this new title, from the initial idea to its current Galaxy Store exclusivity. We explore why the team sees Erica as a «project zero» rather than a «first game,» what lessons the team took from Erica and implemented into Hush, and how the game approaches key mechanics like player choice and heavy action sequences.
This interview was conducted via video conferencing and edited for readability and clarity.
GameSpot: Walk us through Hush and its first chapter, Crane. How is it different from Erica?
Jack Attridge: It's really an extension of what we planned to do with Erica. My background is in game
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