Review Fix Exclusive: Inside ‘White Lie’

Review Fix chats with “White Lie” creator Gabriel de Lima Carioca to find out what inspired the upcoming game and why you must check it out once it’s released.

Review Fix: When did the initial idea for this game come to you?

Gabriel de Lima Carioca: The idea of the game came one year ago, when we were conceptualizing it. The story started with a girl and a city lost in time. We wanted to make it similar to a paper theater, so we talked to an actress and director to learn things about the medium. That allowed us to iterate the mechanics and art style until we decided to drop this initial idea. Then we tried something with watercolor and found out it would not be viable for the team. After two months prototyping and testing ideas we reached the final style, the one we are using now. The story evolved and the only thing that remained was the feminine element, but now it was centered in the relationship between a little girl and her favorite toy.

Review Fix: What games inspired this one?

de Lima Carioca: Year Walk from Simogo, Broken Age from Double Fine, Superbrothers: Sword and Sworcery EP from CAPY and Child of Light from Ubisoft.

Besides games, we got a lot of our inspiration from children’s illustrated books, like John Bauer and Shaun Tan. And a lot of the theme came from experimental modern Japanese musicians and the narrative in their songs. The central theme came from the story and emotions of Gregorio, from Fullkawa Honpo

Review Fix: What do you play for fun when you are not developing?

de Lima Carioca: Well, that is a tough question. I have a lot of games in my steam library and every time there is a sale or a good Humble Bundle it increases in size. The most recently one I played was Oxenfree, Superbrothers: Sword and Sworcery EP, Karma. Incarnation 1, Burly Men at Sea and now I’m finishing Broken Age. Just to add to this answer I’m anxiously waiting for Night In the Woods.

I also play some online games from time to time, like Dark Souls, Monaco, Risk of Rain, Terraria and some others, specially when I join in an online session to play with friends.

Review Fix: What has development been like?

de Lima Carioca: We’ve just finished the pre production of the game, creating the narrative pillars, art guideline, concepts, emotions and what we want the player to experience while playing. Now we are prototyping things with camera, perspective and the movement to get the mechanics that fits what we want for the game. It’s not going as fast as possible because we are developing in a small team, but we figured a way to make our work flow and we are liking the results so far.

Review Fix: With all the competition in the indies now, how difficult was it for you guys to try and make something that stood out?

de Lima Carioca: It is very difficult. Before starting conceptualizing the game we did a competitive analysis, looking to others games of the genre, published or still in development. That allowed us to see some patterns we needed to follow and innovation opportunities. Our main differential are the art style and the emotional narrative, so that is what we are trying to use to get people’s attention and stand out in the medium.

Review Fix: Who do you think will enjoy this game the most?

de Lima Carioca: People who enjoy narrative experiences. We want it to be the kind of game you remember forever after playing, not the game you keep playing forever.

Review Fix: Bottom line, why must someone play this game?

de Lima Carioca: Those kind of immersive experiences are becoming more popular today with some great games being launched with this as their values. There were not so many games following what Team ICO did in PS2 until more recently with games like Dear Esther, Gone Home, The Vanishing of Ethan Carter, Firewatch… We want to offer some similar experience, a world where people can be immersed and experience a good narrative. That is why someone must play White Lie, to experience this kind of immersive entertainment.

Review Fix: How do you want this game to be remembered?

de Lima Carioca: I want this game to be remembered as a good indie game, something innovative with a good art style and a great narrative experience. I want it to be remembered by all the feelings it will spark inside the players. Besides, we also want to create more games after this one and we expect the next games to be better than our first. I want people to remember what we did with White Lie and create expectations for our next games.

Review Fix: What are your goals for this game?

de Lima Carioca: To make people feel that the time they used playing White Lie was worth it. I want people to reflect about the narrative messages and remember the experience they had while playing this game. I want them to think about the feelings the game sparked and maybe that can change something in their lives.

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About Patrick Hickey Jr. 13858 Articles
Patrick Hickey Jr. is a full-time Assistant Professor of Communication & Performing Arts and Director of the Journalism program at Kingsborough Community College and is the chairman of the City University of New York Journalism Council. He is the Founder and Editor-In-Chief of ReviewFix.com. He's also a former News Editor at NBC Local Integrated Media and National Video Games Writer at Examiner.com where his work was mentioned in National Ad campaigns by Disney, Nintendo and EA Sports. Hickey was also the Editor-In-Chief of two College Newspapers before he received his BA in Journalism from Brooklyn College. Hickey's work has been published in The New York Daily News, The New York Times, Complex, The Hockey Writers, Yahoo!, Broadway World, Examiner, NYSportScene Magazine, ProHockeyNews.com, GothamBaseball.com, The Syracuse Post-Standard, Scout.com and the official sites of the Brooklyn Aces and New York Islanders. His first book, The Minds Behind the Games: Interviews With Cult And Classic Video Game Developers was released in April 2018 and is chock full of interviews with legendary developers. His second book in the series, The Minds Behind Adventures Games, was released in December 2019. His third book, The Minds Behind Sports Games, was released in September 2020. His fourth book, The Minds Behind Shooter Games, was released in March 2021. The Minds Behind Sega Genesis Games and The Minds Behind PlayStation Games were released in 2022 and The Minds Behind PlayStation 2 was published in January 2023. Hickey is also a contracted comic book writer, currently penning his original series, "Condrey," as well as "The Job," "Brooklyn Bleeds" "Dem Gulls" and "KROOM" for Legacy Comix, where he serves as founder, owner and Editor-in-Chief. Hickey Jr. is also a voice actor, having starred in the 2018 indie hit and 2019 Switch, PS4 and Xbox One release, The Padre (also serving as English language Story Editor), from Shotgun With Glitters. The sequel, The Padre: One Shell Straight to Hell was released in February 2021- Hickey also served as a Story Editor and Lead Voiceover performer. He has also done narration and trailers for several other titles including The Kaiju Offensive, Relentless Rex and Roniu’s Tale. Hickey is also the lead voiceover performer on Mega Cat Studios’ upcoming title WrestleQuest, responsible for nearly 90 characters in the game, as well as Skybound's Renfield: Bring Your Own Blood, where he voices both Dracula and Renfield, as well as several other characters. He also stars in Ziggurat Interactive’s World Championship Boxing Manager 2, where he performs the VO of nearly every male character in the game. He also worked on the Atari VCS’s BPM Boy.

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