{"id":1248509,"date":"2026-02-28T21:04:08","date_gmt":"2026-02-28T21:04:08","guid":{"rendered":"https:\/\/www.polygon.com\/?p=611909"},"modified":"2026-02-28T21:04:08","modified_gmt":"2026-02-28T21:04:08","slug":"how-dispatch-survived-covid-19-and-evolved-into-a-familiar-telltale-like-game","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/how-dispatch-survived-covid-19-and-evolved-into-a-familiar-telltale-like-game\/","title":{"rendered":"How Dispatch survived COVID-19 and evolved into a familiar Telltale-like game"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/how-dispatch-survived-covid-19-and-evolved-into-a-familiar-telltale-like-game.png\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">Like any superhero worth their salt, <em>Dispatch<\/em> has an interesting origin story.<\/p>\n<p class=\"has-text-align-none\">AdHoc Studio was founded in 2018 by Telltale vets Michael Choung, Nick Herman, Dennis Lenart, and Pierre Shorette. Originally, AdHoc was going to work in multimedia spaces, and not strictly games, with chief creative officer Shorette telling <a href=\"https:\/\/variety.com\/2019\/gaming\/news\/adhoc-studio-telltale-ubisoft-1203128704\/\">Variety<\/a> in 2019, \u201cAs a group of people whose expertise and experience has come from making Interactive Narrative that sits in that space between, we feel now is the perfect time to form a studio that focuses on creating content for a new space.\u201d<\/p>\n<p class=\"has-text-align-none\">\u201cThe very first thing when we started our studio, we got hired to write something that was actually supposed to be live action,\u201d director Herman told Polygon during a recent video call. The studio was working on a \u201clive action superhero workplace comedy\u201d at the time. For inspiration, the team pulled from an unlikely place: ESPN\u2019s \u201cThis Is <em>SportsCenter<\/em>\u201d commercials. Athletes, coaches, and team mascots would join <em>SportsCenter<\/em> anchors in ESPN\u2019s offices for legitimately comedic commercials hinging on the oddness of kitted-out athletes in an office setting, like Las Vegas Golden Knights players <a href=\"https:\/\/www.youtube.com\/watch?v=uJrkOWem9RU\">running the Stanley Cup through the office dishwasher<\/a>.<\/p>\n<p class=\"has-text-align-none\">\u201cWe were watching those YouTube compilations of that early on,\u201d Herman said. He called the deadpan, office-bound humor, \u201ca cool vibe. This is an interesting juxtaposition, at least visually, and it&#8217;s a great setup for jokes and stuff like that, so we keyed into that early on and that became like a touchstone as we were developing the projects.\u201d<\/p>\n<p class=\"has-text-align-none\">Work was progressing for the project when the team rammed into a major roadblock. \u201cWe&#8217;re headed into production on that,\u201d Herman said, \u201cwhen COVID hit.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/how-dispatch-survived-covid-19-and-evolved-into-a-familiar-telltale-like-game.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">That project was essentially shut down, and AdHoc turned its attention elsewhere. \u201cSome of that stuff&#8217;s been announced already,\u201d Herman said, like <a href=\"https:\/\/www.polygon.com\/game-awards-tga\/2019\/12\/12\/21011644\/the-wolf-among-us-2-telltale-windows-trailer-tga-2019\"><em>The Wolf Among Us 2<\/em><\/a>, which AdHoc is developing alongside the revamped Telltale Games.<\/p>\n<p class=\"has-text-align-none\">AdHoc wasn\u2019t going to let its work on that superhero workplace comedy go to waste, and instead repurposed it into the <em>Dispatch<\/em> we know today \u2014 a choice-based, dialogue-heavy game. \u201cEventually we just said, \u2018Hey, let&#8217;s take this thing and [&#8230;] bring it back into the world that we were more familiar with,\u2019\u201d Herman said.<\/p>\n<p class=\"has-text-align-none\"><a href=\"https:\/\/www.polygon.com\/impressions\/606267\/dispatch-new-superhero-game-deskwork\"><em>Dispatch<\/em><\/a> puts players at the desk of Robert Robertson, played by Aaron Paul. Robertson is the former superhero Mecha Man and now has to take a desk job at the Superhero Dispatch Network (SDN), working alongside other <a href=\"https:\/\/www.polygon.com\/gaming\/611609\/dispatch-jeffrey-wright-chase-superhero-interview\">former superheroes, like Jeffrey Wright\u2019s Chase<\/a>. Robertson\u2019s in charge of a team of misfit \u201cex-villains,\u201d as Herman described them, who may be more trouble than they\u2019re worth. \u201c[Robert] doesn&#8217;t have superpowers. He&#8217;s the guy who should be giving up at any given moment, but that heart and that courage is what actually makes him a hero, right?\u201d Herman said.<\/p>\n<p class=\"has-text-align-none\">He described Robertson\u2019s mindset as, \u201c\u2018I guess this is my life now. How do I find joy in this?\u2019 And being surrounded by these pretty miserable people isn\u2019t making it any easier.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/how-dispatch-survived-covid-19-and-evolved-into-a-familiar-telltale-like-game-1.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">Robertson\u2019s work isn\u2019t the most glamorous, and the office could use some upgrades too. Originally, for the live action version of the project, \u201cWe intentionally were making everything very shitty \u2014 can I say shitty?\u201d Herman said. \u201cReally dumpy, let&#8217;s say, and it was like SDN was in a kind of strip mall. There was a Baskin-Robbins next door, you know, and it was kind of this almost insurance salesman-y type of vibe [&#8230;] it&#8217;s a comedy, so we were leaning into it.\u201d<\/p>\n<p class=\"has-text-align-none\">Once the project transitioned to being a game \u2014 where set budgets wouldn\u2019t be a concern, and AdHoc was free to design the world how it saw fit \u2014 the developer called an audible, as Herman described it. \u201cWhy wouldn&#8217;t we want to make a place in a world where people enjoy being?\u201d AdHoc leaned on the talent of its artists and art director, and the SDN office was made \u201cless dumpy\u201d with more modern architecture. Still, it\u2019s something of a relic from a different time; Robertson is working in a dress shirt at a cubicle, not in his workout clothes at his home office.<\/p>\n<p class=\"has-text-align-none\">On those \u201cThis Is <em>SportsCenter<\/em>\u201d commercials and how the vibe of <em>Dispatch<\/em>\u2019s office doesn\u2019t quite resemble a post-pandemic work environment, Herman acknowledged, \u201cIt\u2019s weird because office culture\u2019s changed so much and with <em>Dispatch<\/em>, it&#8217;s like they&#8217;re in cubicles and no one&#8217;s working from home and it&#8217;s kind of on the edge of dated, but we also try to lean into it a little bit.\u201d While the game is set in the 2020s, the technology of it has an old-school feel; gone is the dumpy strip mall office and in comes a space that \u201cfeels like they&#8217;re maybe in an old government building.\u201d<\/p>\n<p class=\"has-text-align-none\">Robertson\u2019s work will definitely feel government adjacent. Comic book readers might get a sense that he\u2019s working for an organization akin to a low-budget SHIELD or ARGUS. His days will be spent sending those ex-villains out on assignments, like squashing robberies or rescuing cats. AdHoc wanted Robertson to lead a team of misfits, as opposed to an Avengers-like squad, \u201cjust because it&#8217;s funnier.\u201d Originally, Robertson was going to monitor a much smaller team of just three supes, but AdHoc shifted to a larger team to make the gameplay more engaging.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/how-dispatch-survived-covid-19-and-evolved-into-a-familiar-telltale-like-game-2.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">\u201cOnce we got into the dispatch mechanic [for the core gameplay loop], we realized more bodies are better,\u201d Herman said. Expanding the team brought about its own challenges, of course. \u201cIt was pretty daunting initially, but the gameplay that we were coming up with was sticky, so we kind of stuck to it and then worked [the additional characters] into the story and figured out who those characters were and now we&#8217;re here.\u201d<\/p>\n<p class=\"has-text-align-none\">Hailing from ex-Telltale developers, player agency will be at the heart of <em>Dispatch<\/em>. Players will be able to choose Robertson\u2019s actions and dialogues, and characters \u201cwill remember that,\u201d just like in Telltale games. When asked how Adhoc would ensure those choices are reflected throughout the game and its endings, Herman answered bluntly. \u201cYeah, it&#8217;s hard. That&#8217;s the short answer. It&#8217;s hard.\u201d<\/p>\n<p class=\"has-text-align-none\">But it\u2019s not something that AdHoc worries about at the start, knowing the stories and characters have to grow and that the developers themselves might be surprised by the directions they take. \u201cIt&#8217;s actually pretty organic and it&#8217;s pretty close to how you would write a television show, I think,\u201d Herman said. \u201cThe problem is you just have to write multiple television shows or multiple endings, multiple great outcomes to these threads, and I think that&#8217;s the part that some people maybe don&#8217;t understand.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/07\/how-dispatch-survived-covid-19-and-evolved-into-a-familiar-telltale-like-game-3.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">On the topic of endings, Herman pushed back against the idea that more is always better; instead, the <em>Dispatch<\/em> team is focused on making sure each possible ending offers a satisfying conclusion. \u201cI think as a team, we&#8217;re less interested in [having a lot of endings], because you got to have 30 incredible endings, otherwise a percentage of the audience are just going to get this kind of shoulder shrug conclusion, right?<\/p>\n<p class=\"has-text-align-none\">\u201cSo, our focus is on getting players to care, primarily about characters and about relationships,\u201d Herman said. \u201cWe want to allow them to invest in those relationships and have meaningful consequences, and so that&#8217;s where we put most of our effort into.\u201d<\/p>\n<p class=\"has-text-align-none\">That effort is still ongoing; <em>Dispatch<\/em> has a 2025 release window, but no concrete release date just yet. It\u2019s only been officially announced for PC so far, but Herman said, &#8220;We have plans to come to consoles. Those plans have not yet been shared, but it is our intent.&#8221; Until then, you\u2019ll just have to enjoy the <a href=\"https:\/\/store.steampowered.com\/app\/3674060\/Dispatch_Demo\/\">Steam demo<\/a> and watch some <em>SportCenter<\/em> commercials. <a href=\"https:\/\/www.youtube.com\/watch?v=Ht5IoIBGL-4\">Scott Van Pelt taking LeBron James\u2019 throne<\/a> will never get old.<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/gaming\/611909\/dispatch-preview-adhoc-interview\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Like any superhero worth their salt, Dispatch has an interesting origin story. AdHoc Studio was founded in 2018 by Telltale vets Michael Choung, Nick Herman, Dennis Lenart, and Pierre Shorette. Originally, AdHoc was going to work in multimedia spaces, and not strictly games, with chief creative officer Shorette telling Variety in 2019, \u201cAs a group of people whose expertise and experience has come from making Interactive Narrative that sits in that space between, we feel now is the perfect time to form a studio that focuses on creating content for a new space.\u201d \u201cThe very first thing when we started our studio, we got hired to write something that was actually supposed to be live action,\u201d director Herman told Polygon during a recent video call.&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/how-dispatch-survived-covid-19-and-evolved-into-a-familiar-telltale-like-game\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1248510,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1248509","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.7 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How Dispatch survived COVID-19 and evolved into a familiar Telltale-like game | Arcader News<\/title>\n<meta name=\"description\" content=\"Like any superhero worth their salt, Dispatch has an interesting origin story. 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