Critical Analysis

What makes Archive 13 stand out?


While many games focus on narrative and player choice, Archive 13 distinguishes itself through the depth and structure of its mystery. The game intertwines multiple mini-cases, each with subtle clues, seemingly unrelated events, and hidden connections that gradually reveal a larger conspiracy, giving players the feeling of uncovering a real investigative story. Choices are not simply “good or bad”, they carry ethical and practical consequences, affecting not only the story outcome but also relationships, reputation, and the protagonist’s safety. Coupled with a dark, atmospheric 1990s setting, the game combines investigative tension, moral ambiguity, and environmental storytelling, creating an experience that feels both personal and suspenseful.

What could go wrong in development?


There are several risks in developing Archive 13, particularly because me and Izzy have some limited experience in programming and 3D modelling. Technical challenges may arise when integrating game systems, designing interactive environments, or ensuring that art assets function correctly in the engine. Time management is also a potential risk, as balancing narrative, UI, and visual elements could be challenging within the project timeline. Additionally, maintaining consistency in story branches, visual style, and overall polish is crucial to avoid disrupting player immersion. Being aware of these risks allows the team to plan carefully, prioritise core features, and seek support or guidance where needed.

Is our scope realistic?


The scope of Archive 13 is realistic if the team focuses on core features and prioritises tasks effectively. By concentrating on narrative, UI, and key 2D environmental assets first, the project ensures a playable and polished experience within the planned sprints. While programming and 3D modelling are areas where the team has less experience, starting with simpler systems and greybox environments allows progress without overcomplicating development. Additional features, such as extra locations or refined visual effects, can be added if time allows, but are not essential to the main game experience. Careful planning, realistic goals, and clear task prioritisation make the project achievable within the given timeframe.

Risk Assessment


Potential RiskLevel of riskHow we will solve risk
Programming is not going smoothly🟧Since we will be using Unity, we are fortunate enough to have Ross, who will be able to offer support. Hopefully, with this support, we will be able to stay on track.
3D Modelling🟧Seeing as the 3D aspect of the game is an extra if worse comes to worst, we can drop it as it doesn’t affect the gameplay to the point that it’s unplayable.
Voice acting and Music🟧Due to us potentially relying on others, this could face challenges, but Jessie and I have agreed that this is something that we could easily sort out between the two of us.
Someone falling ill🟥Unfortunately, it can happen, so the best way to overcome this is to communicate, and if it’s over a long period of time, then we look to cut things that aren’t crucial to the game.
The narrative and choice systems🟧Although our game is designed as a series of interconnected mini-cases that build towards a final reveal, there is a risk that developing all cases would exceed the project’s scope. To manage this, the game (at a minimum) will focus on a single case connected to the wider Archive 13 mystery. This allows Izzy and I to demonstrate the core decision loop and long-term narrative direction without implementing the full storyline.
Ethical ambiguity causing confusion🟧The game explores sensitive themes related to crime and journalism, which may be misinterpreted as promoting unethical behaviour. This will be addressed through narrative framing and visible consequences for risky actions, ensuring the game encourages reflection rather than endorsement.