In the dynamic realm of the Superhero Dispatch Network, the nature of calls can vary dramatically. On any given day, the dispatch desk might receive requests ranging from the mundane—such as cats stranded in trees—to the more intense scenarios involving hostage negotiations. Occasionally, the calls blur the line between the ordinary and the extraordinary, like when a homeowner suspects supernatural activity in their basement. In this unique environment, team members include an alien and a demon, raising the question: could ghosts be real? After all, one wouldn’t want to dismiss a client who might actually be harboring a spectral presence.
Interactive Storytelling Meets Management Simulation
Dispatch, an innovative adventure game crafted by a team of former Telltale employees, embraces interactivity through a framework of choice and consequence reminiscent of titles like The Walking Dead. Players face decisions that shape the narrative, such as selecting which superhero to date or determining whom to exclude from the team. Unlike Telltale’s games, which retained elements of traditional point-and-click adventures, Dispatch opts for a more streamlined approach, presenting itself as an interactive cartoon characterized by high-quality animation and voice acting. This immersive experience is punctuated by moments where players assume the role of a dispatcher, introducing a miniature management simulation that adds depth to the gameplay.
Each character in Dispatch possesses distinct stats, reflecting their backgrounds as reformed villains engaged in community service. Players must analyze job descriptions for clues on which attributes will be crucial for success. For instance, a haunted house scenario requires investigation and reassurance, suggesting the need for heroes with high Intellect and Charisma. However, when the only hero with high Intellect is currently transformed into a bat—enhancing his Combat abilities but diminishing his mental acuity—strategic adjustments must be made. In this case, Prism, a charismatic figure reminiscent of a modern-day Dazzler, is selected for her social prowess. Accompanying her is Golem, a literal golem whose strength compensates for his lack of intellect.
Typically, Dispatch provides a percentage chance of success for each mission, followed by a dice roll to determine the outcome. Yet, certain missions incorporate a choose-your-own-adventure style, presenting players with options based on their character selections. In this instance, a greyed-out option indicates that sending Malevola—a character blending traits of Hellboy and Magik—would have been advantageous. Lacking her assistance, the player must choose between calming the homeowner or investigating the pipes. Opting for the former proves to be a wise decision, resulting in a successful outcome and experience points for the heroes involved. However, this victory comes at a cost, as both heroes now require rest before they can embark on new missions, leaving the player with a screen full of time-sensitive tasks.
As the narrative unfolds across six episodes, with two remaining, the player finds themselves increasingly invested in the story arcs—curious about the fate of Phenomaman and the potential developments with Invisigal. Each pause in the plot, however, leads to moments of tension as the player must navigate the responsibilities of managing the dispatch office, pondering the possibility of a standalone version of the game that would allow continued engagement with the dispatch duties long after the main storyline concludes.