After covering the announcement of Static Hour, our news desk was given a wonderful opportunity. The developers of BarkByte Interactive were kind enough to answer a few questions for us about the project. Creative Director Clair Sarmiento took time out of her busy schedule to shed a little behind-the-scenes light on Static Hour and its origins.

Q: What gave you the idea for Static Hour?

A: “I’ve always been a huge fan of movies and narrative-driven games. When I started as a hobbyist solo developer, I wanted to create something interesting that would also be realistic to make in terms of time and budget. I knew I would need to hire contractors for things like art and sound design, since those aren’t my areas of expertise. My love of thriller movies eventually gave me the idea for Static Hour: A game that could capture the feeling of a suspenseful thriller, complete with twists and mysteries, while still keeping the setting focused and engaging for players.”

Q: As someone from a rural area, I must ask, what made you choose a small town as opposed to a city location or something more metropolitan?

A: “I chose a small town because there’s something especially interesting about a place where everyone seems to know, or at least know of, everyone else. It makes the characters and their relationships easier to follow, while also raising the stakes when something strange happens. Static Hour is set in the fictional town of Millbrook Heights, and the small-town setting also gave me a contained world where I could explore what life and communication were like in the 1980s. Of course, the mystery may not be entirely contained within Millbrook Heights, but players will find out more about that when the game releases.”

Q: Following that idea, what made you choose the 1980s? Misinformation and isolation are big themes for Static Hour, but did you consider any other decades or time periods? Like the 60s and 70s, as games like Destroy All Humans use those decades very effectively in things such as propaganda, etc.

A: “That’s a good question. I did consider setting the game in the 1960s or even the early 1940s, but since I’m not a historian, I wanted to stay closer to a time period I felt more familiar with. I was born in 1989 and grew up in the 1990s, so there were still many remnants of the 1980s around me. I wanted to create that feeling of nostalgia for people from my generation, while also introducing younger players to analog tools and what it was like to receive information before the internet.”

Q: As a site that highlights issues on accessibility, we’re always eager to know: Are there any accessibility features you can talk about right now?

A: “Yes, accessibility is definitely something I’m considering and planning for. Since Static Hour relies heavily on audio, captions and subtitles are especially important. I’m currently looking at ways to make them clearer and more adjustable for different players. The accessibility features have not been finalized yet, so I don’t want to promise a specific list, but it is something I’m keeping in mind throughout development.”

Q: Are games such as Control inspirations for Static Hour? I’m a huge Control fan, and the idea of being the person controlling how the town reacts to something potentially supernatural just interests me greatly. If not (or even if so), what are some major (or minor) inspirations you can talk about?

A: “I’m familiar with Control, but I haven’t played it yet, although this question definitely makes me want to! There wasn’t one particular game that directly inspired Static Hour. It really came from my brain combining my love of thriller movies, narrative games, and even some elements of simulation games. More than anything, I just love a good story with a strong twist, and I wanted to create that kind of experience for players.”

Q: Will you spend the entire game in the newsroom? Or will there be moments that you actually see what is affecting the town?

A: “Most of the time, yeah, but you’ll have to play the game when it releases to find out!”

Q: I’m curious, as a game developer and a lawyer, how do you find that time for both?

A: “It’s definitely not easy. It honestly feels like I’m juggling two jobs, since I work on the game at night after my day job and during the weekends. There are a lot of sacrifices involved, especially time I could have spent going out with friends or doing something completely unrelated to law or game development.

At the same time, I have such a strong passion for game development and all the nitty-gritty that comes with it that it feels like a breath of fresh air from my work as a lawyer. That’s what keeps me going. But I’m not going to lie, there have also been times when I wanted to give up because my body simply couldn’t keep up with the schedule.”

With those questions laid out, I think I’m even more excited for Static Hour. We’ll be keeping an eye on it, and as more information comes, we’ll be keeping you posted! Thanks again to Claire Sarmiento for answering our questions, and if you have some burning questions of your own, put em in the comments!

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Alexx Aplin

Alexx has been writing about video games for almost 10 years, and has seen most of the good, bad and ugly of the industry. After spending most of the past decade writing for other people, he decided to band together with a few others, to create a diverse place that will create content for gaming enthusiasts, by gaming enthusiasts.

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