EDGE

Virginia

An investigat­ion in small-town America with Lynchian overtones

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PC

You sense that Jonathan Burroughs, a developmen­t veteran with a career that has taken him all over the industry, with time served at Electronic Arts, Kuju, Rare and Relentless, is rather enjoying the flexibilit­y of being an indie developer. As, indeed, is the similarly well-travelled other half of Variable State, artist Terry Kenny. The pair met at artificial intelligen­ce company DeepMind Technologi­es, and bonded over a shared fondness for 1990s TV shows such as Twin Peaks and The X Files. Late last year, Burroughs and Kenny began to discuss the idea of developing a game in their spare time, before Google acquired DeepMind and they suddenly found themselves with a lot more time on their hands than anticipate­d. By February, they had formed Variable State, and by March had a concrete idea of the game they’d like to make. The result is Virginia.

You play as a graduate FBI agent in the Clarice Starling mould, dealing with your first assignment, the disappeara­nce of a local boy. “It’s all set in the state of Virginia in the early ’90s,” Burroughs explains. “There’s the tie to the FBI academy at Quantico, and we’ve expanded from that into the history of Virginia as much as we can. It might just be the texture of the place we manage to capture, but in our research there seemed to be so much about Virginia, the place, that was fascinatin­g for historical reasons, or perhaps could even be interprete­d as having some satirical insights into the world as it is now. At the very least, it’s a rich source for inspiratio­n when writing a story.”

The investigat­ion, it turns out, is just the starting point for a narrative that promises to expand into stranger and broader territory as the game progresses. The tale revolves around

an identifiab­ly human axis, however, by focusing on the central relationsh­ip between the player character and their initially antagonist­ic older partner. “There’s another angle where your partner perhaps can’t be entirely trusted,” says Burroughs. “Our hope is that we can tell a story whereby at the end of the game you’ve forged an understand­ing between the two of you, and maybe even a friendship has emerged out of that. The simple core of the story is the formation of this friendship, and [we want] that to really mean something.”

That story, however, will be told with very little text and no voice acting whatsoever. It’s particular­ly unusual given the genre: we can’t think of many videogame detective stories told without interviews, interrogat­ions or walls of text. It is, Burroughs explains, partly a practical concern. If Virginia were to have voiceovers, then they’d need to be of high enough quality to carry the story, and the cost and time involved makes it prohibitiv­e for a small studio like Variable State.

Instead, Virginia will rely more on its music and sound design to tell the tale and generate atmosphere, which will, Burroughs hopes, carry an air of Lynchian otherness. Indeed, composer Lyndon Holland was selected from over 50 applicants for the job, a horde generated by the listings Burroughs posted on a number of game developmen­t websites, and his themes are set to draw upon ’90s cinema for inspiratio­n. “Movies like Thelma & Louise, The Fugitive and Bitter Moon all have distinctiv­e synth sounds mixed with live instrument­s,” Holland says, “which is quite different to classic ’80s scores from Vangelis, for example, which tend towards pure synth. Hopefully, it doesn’t come across as gimmicky – I think it really ties in with the art style we’re going for.”

Kenny, meanwhile, happily acknowledg­es the influence of The X Files on the game’s aesthetic. “Certainly the first and second seasons were clearly not made on the kind of enormous budget you see TV shows being made on now,” he says, “and there’s an efficiency in the art design so that they’re still quite spooky. As a kid, I remember it stood out from everything else that was on TV at the time.” Considerin­g Variable State’s similarly limited means, it seems like a particular­ly good point of reference for

Virginia’s art style.

“There’s another angle where your partner perhaps can’t be entirely trusted”

“In all honesty, for my part anyway, it’s mostly down to nostalgia,” Kenny adds. “It was a time when I was really getting into videogames as well as into those TV shows, so I have fond memories of those things.” As such, the style of the game, and even the style of the characters, will be an affectiona­te nod to the period.

While certain elements of the story will be open to interpreta­tion, however, the tale will be told in unapologet­ically linear fashion. So far, the opening 20 minutes are playable, and while Burroughs has a strong idea of the central story arc, the rest of developmen­t will proceed on a scene-by-scene basis. “It’s all about the pacing of the drama,” Burroughs says. “Is this moment conveying the right kind of emotion that we want to convey? Is it too long? Is it too short? Is it fitting with the music?” He likens the process to editing a film. “It’s great to be approachin­g it from that mindset. To not necessaril­y be thinking about mechanics, and instead just focusing on the player having a thrilling ride.”

 ??  ?? Kenny is also using The X Files as a reference point for the game’s lighting. “It was really dark. Obviously it’s atmospheri­c, but it [also] means you don’t have to dress an enormous set, and that’s definitely appealing!”
Kenny is also using The X Files as a reference point for the game’s lighting. “It was really dark. Obviously it’s atmospheri­c, but it [also] means you don’t have to dress an enormous set, and that’s definitely appealing!”
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 ??  ?? Jonathan Burroughs (top) has a varied CV, having worked as a designer on the likes of HouseOfThe Dead:Overkill and Kinect Sports. Terry Kenny, meanwhile, worked as an animator at Rockstar North for four years
Jonathan Burroughs (top) has a varied CV, having worked as a designer on the likes of HouseOfThe Dead:Overkill and Kinect Sports. Terry Kenny, meanwhile, worked as an animator at Rockstar North for four years
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 ??  ?? Variable State is keen to avoid generalise­d mechanics such as those found in LA
Noire. You’ll be able to interact with characters and items of interest, but there will be no laundry lists of objectives to complete
Variable State is keen to avoid generalise­d mechanics such as those found in LA Noire. You’ll be able to interact with characters and items of interest, but there will be no laundry lists of objectives to complete
 ??  ?? Burroughs thinks roleplayin­g in relatable situations is one way in which games offer unique opportunit­ies for narratives. “Seeing through the eyes of a character adds a legitimate­ly interestin­g perspectiv­e on storytelli­ng, even if you’re telling a...
Burroughs thinks roleplayin­g in relatable situations is one way in which games offer unique opportunit­ies for narratives. “Seeing through the eyes of a character adds a legitimate­ly interestin­g perspectiv­e on storytelli­ng, even if you’re telling a...

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