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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 things out. "There was fury behind those knocks" is a line I really find funny for it's utter cheesiness. I wrote 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. 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?

JohnnyB - Jack of all trades, master of none

The Agent Scarecrow (AS) project really started in 2001 when I first published a series of Flash games entitled "The Rebel". The story was pretty similar to AS. However, I only had limited experience with Flash and game design in general. The overall quality turned out to be mediocre. Nevertheless, the game was played by thousands of visitors for the little time it was online.

Years later, I thought of revamping the AS project with the help of Aaron and giving it a second life. Aaron brought enthusiasm and his personal vision to the project. He started with the backbone of the storyline, added depth to the characters, wrote memorable dialogs, etc.

It allowed me to devote my time to sketching, experimenting with graphic design and searching a unique artistic style. I wanted AS not only to be a game but also a work of art because I believe that Arts should occupy a more important place in videogames. I wanted music to play a big part as well. I wanted the soundtrack to contribute to atmosphere build up (Thanks to the talented music composers behind the game.)

Nowadays, computer specs and processor speeds increase steadily. The prediction is that we should have more fun playing actual/recent games. My opinion is that this is not the case. It is not more fun if 3D characters are made of an extra gazillion of polygons. It is not more fun if the physics is more complex and realistic. So, obviously, there is more to it... My view is that the emphasis should rather be on developing charismatic characters as well as mesmerizing storylines and giving Arts a more prominent place in video games.