Hannah eventually began dating Simon, whom she had met at a glazier where they both worked. Despite their rules to share equally, Hannah slept with Simon and became pregnant. She gradually became possessive of Simon and forbade Eve from interacting with him. Because of the pregnancy, Hannah and Simon were married and moved in together while Eve moved out to her own apartment and began wearing a wig. Hannah miscarried in her eighth month and believed she was infertile afterward. Some time later, Simon encountered Eve in a bar she was singing at. Smitten by her resemblance, the two began an affair. Eve became pregnant but never told Simon and hid the identity of the father from Hannah. On their birthday, after Simon gave Hannah a handmade mirror as a gift, Hannah revealed to him the existence of Eve and her pregnancy. From his reaction, Hannah realised that Simon was the father of Eve's child. After kicking Simon out of the house, she argued with Eve over the affair, causing the latter to leave and drive to Glasgow. When Simon returned, Hannah pretended to be Eve by wearing her wig. Thinking she was Eve, Simon gifted her a similar handmade mirror and professed his desire to be with Eve rather than Hannah. Hannah became furious and revealed her identity. She later claims that, as they fought, she shattered the mirror and inadvertently cut Simon's throat with a shard of it while trying to fend him off. When Eve returned, she found Hannah sitting next to Simon's lifeless body. The two agreed that Eve's baby was the priority so they hid Simon's body and used Eve's trip to Glasgow as an alibi for the time of his disappearance. At the end of the final interview, Eve says that Hannah is \"gone ... and she's never coming back\" but mockingly asks \"can you arrest someone who doesn't exist\". She then requests a lawyer, and says that her comments are just \"stories\". It is not entirely clear if Eve's story of being an identical twin is true, an intentional fabrication meant to confuse the police, or a case of dissociative identity disorder, with pieces of evidence in-game lending credence to each theory.
As the player uncovers enough of the story, a chat window appears asking if they are finished. Upon answering affirmatively, it is revealed that the player is Sarah, Eve's daughter. The chat asks Sarah if she understands her mother's actions, and asks to meet her outside.
Her Story was developed by Sam Barlow, who previously worked on games such as Silent Hill: Origins (2007) and Silent Hill: Shattered Memories (2009) at Climax Studios. Barlow had conceived the idea of a police procedural game while working at Climax Studios, but decided to become independent to create the game, in order to develop a game that is \"deep on story\". He became frustrated by publishers rejecting game pitches for being \"too kitchen sink [realism]\" in favor of more standard video game tropes like a \"cyborg assassin from the future\", and found that becoming independent allowed him to create his own game of the sort. He also wished to become independent after playing games like Year Walk (2013) and 80 Days (2014). Barlow avoided development until he had an idea that was possible to execute. \"I could probably quite easily have gone and made an exploration horror game ... but I kind of knew that there would be big compromises there because of budget,\" he said. Barlow spent his savings to work on the game, allowing him a year of development time. He followed through with the concept of Her Story, as it focused on an \"intimate setting, dialogue and character interaction\", which he found was often dismissed in larger titles. Barlow felt particularly inspired to develop Her Story after seeing the continuous support of his 1999 game Aisle. When referring to how Her Story challenges typical game conventions, Barlow compares it to the Dogme 95 filmmaking movement, and Alfred Hitchcock's 1948 film Rope.
After conceiving the game's main mechanics, Barlow began developing the story, conducting research and \"letting [the story] take on a life of its own\". To develop the story, Barlow placed the script into a spreadsheet, which became so large it often crashed his laptop upon opening it. He mapped out every character involved in the investigation, including their backstories and agendas. He spent about half of development creating detailed documents charting the story's characters and events. He also determined the dates on which the police interviews would take place, and what the suspect was doing in the interim. Once he had determined the game's concept more precisely, Barlow ensured the script contained \"layers of intrigue\", in order to interest the player to finish the game. Barlow often replaced words of the script with synonyms, to ensure that some clips were not associated with irrelevant words. When writing the script, Barlow generally avoided supernatural themes, but realised that it would involve a \"slight dreamlike surreal edge\". Working on the script, he often found that he was \"very much in the moment, writing from inside the characters' heads\". He found it difficult to create a new idea for the story, as detective fiction has been explored many times before.
Critics lauded the game's narrative. Edge considered it \"a superlatively told work of crime fiction.\" Kimberley Wallace of Game Informer wrote that the \"fragmented\" delivery of the story \"works to its benefit\". She appreciated the subtlety of the narrative, and the ambiguity surrounding the ending. Polygon's Megan Farokhmanesh noted that Her Story \"nails the dark, voyeuristic nature of true crime\". Chris Schilling of The Daily Telegraph was impressed by the coherence of the narrative, \"even when presented out of order\". Eurogamer's Simon Parkin found the effects of the narrative to be similar to well-received HBO thrillers, particularly in terms of audience attention. Stephanie Bendixsen of Good Game was disappointed that large plot points were revealed early in the game, but attributed this to the uniqueness of each player's experience.
The unconventional gameplay mechanics also received positive remarks from critics. Destructoid's Laura Kate Dale felt that the game's pacing and structure assisted the narrative, and Wallace of Game Informer found that making a connection between key points in the narrative was entertaining. Burns of VideoGamer.com praised the game's ability to make the player realise their own biases, and challenge their \"sense of self\". Albert of IGN felt that the searching tool was \"gratifying\", and positively contributes to the pacing of the game, while The Washington Post's Thomsen wrote that the database mechanic created \"contemplative gaps between scenes\", allowing for \"poignance and power\" within the narrative. Edge thought that by having game mechanics which require the player to deduce the story through investigation and intuition, Her Story was one of few games \"that truly deliver on the foundational fantasy of detective work.\" Bendixsen of Good Game described the desktop as \"appropriately retro\", noting that she was \"drawn in immediately\".
Her Story has received multiple nominations and awards from gaming publications. It won Game of the Year from Polygon, as well as Game of the Month from Rock, Paper, Shotgun and GameSpot. It received the Breakthrough Award at the 33rd Golden Joystick Awards, Debut Game and Game Innovation at the 12th British Academy Games Awards, the award for Most Original game from PC Gamer, and the Seumas McNally Grand Prize at the Independent Games Festival Awards. At The Game Awards 2015, Her Story won Best Narrative, and Seifert won Best Performance for her role in the game; she also won the Great White Way Award for Best Acting in a Game at the 5th Annual New York Game Awards. Her Story won Best Emotional Mobile & Handheld at the Emotional Games Awards 2016, Mobile Game of the Year at the SXSW Gaming Awards, Mobile & Handheld at the British Academy Games Awards, and awards for excellence in story and innovation at the International Mobile Gaming Awards, while The Guardian named it the best iOS game of 2015, In 2015, Edge ranked Her Story as 94th in their list of the greatest videogames of all time.
Her Story is the new video game from Sam Barlow, creator of Silent Hill: Shattered Memories and Aisle. A crime fiction game with non-linear storytelling, Her Story revolves around a police database full of live action video footage. It stars Viva Seifert, actress and one half of the band Joe Gideon and the Shark.
Her Story is a family business started originally in Niagara Falls, NY over 20 years ago, with the commitment to the spirit of women. The products we carry across all categories have a story \\u2013 stories that we hope will empower women and help them feel good about who they are.
Her Story will accept your return request within 10 days of the delivery date for a full refund. Email email@example.com for a RA number and return shipping label, if applicable. If you live in the WNY area, you can return in-store, within 10 days from delivery date, at no additional charge. Returns received without an RA number or post marked after 10 days will be refused.
Parents need to know that Her Story is less a downloadable game than a visual, interactive story. It was created using live-action video clips, and players search through and watch scores of police records where a woman is interviewed about a murder. There's no on-screen sex or violence, but both are discussed frankly and occasionally in some detail during the interviews. The woman sometimes employs strong language, including \"f--k.\" This isn't the sort of game players can win; they must simply make it to a point in the story where they feel as though they understand what happened. 59ce067264