An interview with the Dispatch developers. What did working at Telltale teach you, how did you manage to attract Aaron Paul to the voice acting, and what does The Office have to do with it?
Ermolaev Alexey
By 2025, audiences have grown tired of comic book movies. Many are interested in satirizing tired stereotypes, like those shown in The Boys. Something similar happens in the game Dispatch. In it, you play as a dispatcher, deciding which superhero to dispatch to emergency calls. Along the way, you're encouraged to build relationships between them. Learn more about the upcoming project in an interview with the developers.
About Dispatch
AdHoc Studio was founded by Telltale alumni who were left without jobs after the company's bankruptcy in 2018. It was later revived, and both teams are now working on the interactive film The Wolf Among Us 2. At The Game Awards 2024, Dispatch, AdHoc's first independent project, was announced.
Are you waiting for the release of The Wolf Among Us 2?
You play as Robert Robertson, a former superhero. His suit was destroyed, so he can't fight villains personally. Instead, he holds an administrative position and helps people with superpowers solve problems in their city. Many of them have dark pasts, and old habits can resurface at any moment. This must be taken into account and conflicts must be avoided. Meanwhile, the protagonist's supersuit is being restored, allowing him to personally participate in battles.
In terms of game genres, this is a strategy game that requires the wise management of resources and opportunities. You periodically engage in dialogue with characters and make decisions with far-reaching consequences. The graphics are reminiscent of modern animation in the vein of Invincible and Creature Commandos.
The main character is voiced by Aaron Paul, best known for his role as Jesse Pinkman in Breaking Bad. Also featured are Jeffrey Wright, who starred in the 2022 Batman and Casino Royale, and Laura Bailey, who you may recognize as Abby from The Last of Us: Part 2.
Like Telltale's projects, Dispatch will be divided into eight episodes. The first two will be released on October 22, and the last two on November 12. A demo is already available on Steam.
Interview with the Dispatch Developers
Creative Director Nick Herman, Writer Pierre Shorette, Game Director Dennis Lenart, Artist Derek Stratton, and other team members answered questions.
VGTimes: Many of you worked at Telltale Games. What did you learn during that time? How did that experience influence the development of Dispatch?
Nick Herman: As soon as I graduated from high school, I immediately joined Telltale. I've come a long way, from CSI: 3 Dimensions of Murder and Sam & Max to The Walking Dead (practically from the studio's founding to its closure – VGTimes). During this time, I've learned everything I need to know to work without having to think about how to accomplish a particular task. Now we have a sufficient level of creativity and the ability to realize my ideas. I appreciate well-written dialogue, thoughtful plots, and excellent acting. Dispatch looks like a video game, but it will appeal to both those who enjoy interactive stories and those who appreciate sophisticated gameplay.
Developer Interviews and Beyond
- VGTimes Interview with Nioh Creator
- We Attended a Private Press Event for Darkest Dungeon 2: What's New in the Major Free Update Kingdoms and the Inhuman Bondage DLC
- To Ban or to Pardon: Debunking Myths About Video Games and Exploring Their Benefits
- VGTimes Interview with The Day Before Devs
- VGTimes interview with a Valheim developer: how five people with a minimal budget created a hit in two years
- Exclusive for VGTimes! The creators of Postal explain why Postal 3 became «crap on the hands» and who came up with «shoving all sorts of things up cats' butts»
- VGTimes' In-Depth Talk with King's Bounty II Devs: Combat, Locations, Characters, Music, and More
- VGTimes Interview with the Creators of Disco Elysium
- VGTimes Interview with the Author of Black Book
- VGTimes Interview with the Developers of Hobo: Tough Life
VGTimes: Where did the idea for Dispatch come from?
Pierre Chorett: It's a combination of The Avengers, Invincible, and The Office. The main focus is on the human side of superheroes, while their unique abilities are relegated to the background. In terms of building relationships within the team, Ted Lasso is worth mentioning.
VGTimes: How did the demo's release impact your team?
Natalie: The demo's success brought us to the attention of players. Its release in June allowed players to experience our project before release. The results are even better than we expected. Over 700,000 people have wishlisted Dispatch, and over 90% of the reviews are positive. This has motivated us to finish development as quickly as possible. We also maintain contact with our audience via Discord and listen to player feedback.
It's a bit of a strange point, but before the demo, we doubted that people would like the Dispatch mechanics. Essentially, the team was developing it for themselves.
VGTimes: The episodic system seems unusual for the current market (it was popular from the late 2000s to the mid-2010s — VGTimes). Why did you choose this particular distribution method? Could it beTo give you a unique gaming experience?
Pierre Chorett: We've been working with this format since the Telltale days and have never abandoned it. It allows you to experience something akin to a TV series, where the action ends at the most exciting point and you have to wait a week for the next part.
At the end of each episode, the important choices you made during the game will be revealed. You can also see statistics on how many people made the same choices as you (something similar was seen in Wolf Among Us, for which AdHoc is currently working on a sequel — VGTimes).
VGTimes: How long will it take to complete each episode?
Nick Herman: About an hour on average. But it's impossible to give an exact time, as some players are rushing to the end credits, while others are carefully studying every detail.
VGTimes: I'm interested in the plot, especially the possible story branches and different endings. Will there be anything like that in the game?
Pierre Chorett: Yes, everything will be. Many details are still being discussed, but I assure you that there are different paths to each ending. As a result, each player will have their own unique story.
VGTimes: Depending on previous choices, can a new episode begin differently?
Dennis Lenart: Yes, it all depends on the decisions made earlier. Relationships with specific characters also play a significant role.
VGTimes: Can characters be injured or killed during particularly difficult missions?
Nick Herman: Yes, superheroes can be injured and incapacitated for a period of time. As a result, you will fail the mission. But characters will never die under any circumstances. We don't have the budget to show cutscenes with every possible character death. But if additional funding becomes available, there's a chance something similar will appear in season two.
VGTimes: Can the main character Robert develop feelings of friendship or love for another character on the team?
Nick Herman: Yes, we focused on ensuring that virtually every action impacted the other heroes' and heroines' relationships with Robert. Your decisions change them more noticeably than the main story. We think this is truly engaging for players.
Pierre Chorett: And periodically, you'll have to make difficult choices that are guaranteed to impact your friendships with your allies.
VGTimes: How did the casting process go? Were there any actors you'd like to invite to participate in the game?
Nick Herman: We had high ambitions for the cast from the very beginning. We planned for Dispatch to feel like a TV series, but still be a game, to create a unique hybrid. We had to pay close attention to the casting to ensure they matched the original concept. We were lucky to attract Aaron Paul. He read the script and agreed to the lead role. His involvement made the subsequent casting process easier, as the name of Jesse Pinkman from Breaking Bad immediately attracted people.
VGTimes: Tell us about your collaboration with Critical Role (a web series in which voice actors play board games — VGTimes). How did your collaboration begin?
Nick Herman: We met the Critical Role cast, including Laura Bailey and her husband Travis (Travis Willingham), while working on Tales from the Borderlands. During our next meeting, we were able to discuss plans, after which it was decided that they would join the voice cast for Dispatch. They helped us with the game's first presentation (Laura, along with Aaron Paul, appeared on stage at The Game Awards 2024 during the announcement — VGTimes).
VGTimes: There are people in the studio with experience developing quests. How did their experience making games with point-and-click mechanics help your project?
Nick Herman: We have a vision of what the game should be, and each team member has a specific role. We're not looking to reinvent the genre, but we will definitely have certain point-and-click elements.
VGTimes: Are there any animators or writers on your team who worked on "Unbreakable"?
Nick Herman: No, we weren't able to attract any of them.
VGTimes: Tell us about the game's art style!
Nick Herman: Derek Stratton is responsible for it. He's an amazing artist who also worked at Telltale for many years. We owe the unique style and look of Dispatch's characters to him. He hand-draws every scene.
Derek Stratton: Dispatch is a mix of superheroics and comedy. I focused primarily on classic character design.Animated films, as well as the anime Paprika. That said, it's fair to say our style doesn't have a specific source of inspiration.
VGTimes: It's been said that the main character, Robert, is like Tony Stark, but not as smart. What about the other characters?
Derek Stratton: Generally, our heroes' appearances help you understand the culture they represent. They include both completely original characters and parodies of famous crime fighters, like Batman.
VGTimes: The game takes place in modern-day Los Angeles, but the soundtrack is synthwave, reminiscent of the '80s. What inspired this choice?
Dennis Lenart: The music is an important part of the game's design. It's the direction that perfectly matches the action and is part of the puzzle you must solve.
VGTimes: The hacking minigame brought back memories of similar mechanics from the later Deus Ex games. Will it become more challenging as you progress, or will it remain simple?
Nick Herman: We wanted to attract as many people as possible without scaring them off with complex gameplay mechanics. That's why hacking is easy early on. But over time, new obstacles will appear, making the minigames increasingly challenging. That said, it's not necessarily too hardcore.
VGTimes: Will the game feature RPG elements with the ability to increase the effectiveness of superheroes' unique abilities?
Nick Herman: Yes, characters will become stronger as they progress.
VGTimes: What about optimization? Are you sure the game will run well on modern hardware?
Natalie: We have an excellent team of programmers and technical specialists who are working on this issue. We trust them. But it's important to keep in mind that Dispatch is being developed using a non-standard approach. We're focusing on the artistic component rather than traditional 3D technologies. However, there are some secrets that we won't reveal. Just take a look at the result.
VGTimes: Was there a special moment during the development of Dispatch that you'll always remember?
Natalie: At first, we worked remotely. Then the team gathered in a new studio located in Reno, Nevada. There were separate offices for writers, brainstorming rooms, and much more. It's amazing how many ideas that were only sketched out on paper and whiteboards have now been realized in the game.
Pierre Chorett: It was exciting when the demo launched, when we finally showed people our game.
VGTimes: Will Dispatch be released on Xbox Series X and Nintendo Switch?
Nick Herman: We'd like to see our game on all devices. But right now, we're focused on the PS5 version. It will also be available on Steam.
VGTimes: Do you have any plans to support Dispatch after release? For example, with add-ons?
Nick Herman: Right now, we're focused on finishing the main game. As an independent studio, we have a lot of additional issues to address, including promoting our project. Yes, we see a ton of opportunities to add additional content. But it's too early to talk about that. A lot depends on Dispatch's success.
***
Have you played the Dispatch demo yet? Will you be playing the full version after release? Share your thoughts in the comments!
What are your expectations from Dispatch?
-
VGTimes Exclusive: How Action&Link Turns Your Body into a Gamepad — Report and Interview from ChinaJoy 2025 -
VGTimes Interview at ChinaJoy 2025 with the Developers of Vapor World: Over The Mind — A Hardcore Souls-like Action Game Set in a WW2-Inspired World -
VGTimes Interview with Interscape Developer at ChinaJoy 2025 — An Interactive Version of Christopher Nolan's Inception? -
A Unique Mix: How ShapeHero Factory Blends Tower Defense and Roguelite — Developer Interview -
VGTimes Interview with a Representative of Black Pulse at ChinaJoy 2025 — Cyberpunk Without Clichés: How a Team from Hong Kong Is Creating a Dark Detective Story with Time Slowdown













