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Aaron Gingras | JohnnyB

Aaron Gingras - Writer

When writing Agent Scarecrow (AS), I looked at some of my favorite works. I was watching a lot of Pulp Fiction at the time, and I think this rubs off on some of the dialog. You might notice in AS that the dialog is strong in some points, and goofy in others. This was rather intentional for a couple of reasons: Mike is not a hero nor a storyteller in any sense of the word.

You can tell that at some points, he is forcing some things out. "There was fury behind those knocks" is a line I really find funny for it's utter cheesiness. You won't find a piece of dialog like that in any book. Tarantino writes some lines as really hard hitting, and others as just playful. Writing some odd lines really help make the characters real, as when we speak to each other we sometimes flub words or make things up.

The opening dialog is about the same, too. But when the story ends, and we release the final episode, I think the player will see why I chose to write him like that. Another element that really drove me was "playful." Take the telescope in Mike's room, for example; you can stare at a chick undressing! I really hope that once we reach a part in the story where you are meeting other female characters, we can input some more flirty styles of play. Remember how you could flirt with the security guard? I want more situations where we are allowing the player to interact with characters in the same way. Hopefully they are of the opposite sex of Mike, though!

As mentioned before, Mike is not a storyteller - he is just a regular guy who gets thrown through a lot. And I think that once the player finishes all episodes, they will think to themselves; is Mike telling the story truthfully? Did he exaggerate any of it? Maybe he is trying to sound cool and tough to impress someone?