Canadian Indie Developers Unreliable Narrators have just released their first project Two Falls, a narrative driven experience full of decisions that change the world around you. You play as two contrasting protagonists and their experiences of this "˜New World'.
Very early on in Two Falls Jeanne has lost her rosery. She lost and alone and needs something to ground her thoughts. You stumble upon a bible and your first decision is presented to you. Even though it is forbidden for woman to gaze upon the words of the Lord should you take a quick peek and start down the path of a more progress way of thinking or should you follow the rules and just be alone? These decisions had me hooked and I needed to continue the journey to see what lay around the corner.
While I was writing the review for Two Falls I wanted to learn more about the game and some of the decisions that went into making such a tale. So I reached out to the developers Unreliable Narrators with some questions. I got a response from Laurẻne Betard who is one of the founding members of Unreliable Narrators and is currently the Brand Manager.
If you listen to The Gamer Social Club Podcast over on our YouTube channel you will know there are a couple of questions we like to ask new friends:
What is your biggest hot take in gaming?
I thoroughly enjoyed Dragon Age: Origins. The characters were incredibly well-written, and the plot had some fantastic twists that forced you to make heartbreaking or morally complex decisions. I haven’t experienced a game this emotionally gripping since.
Who is your Favorite Villain in gaming?
GLaDOS from Portal easily takes the top spot. She’s one of the most memorable and entertaining villains in the entire gaming world, with her dry humour. Sephiroth from Final Fantasy VII would be a close second"”an iconic antagonist with a haunting presence and an unforgettable story.
Now that we have gotten the important issues out of the way we hope you enjoy the interview with Laurẻne and hopefully you will support Unreliable Narrators and Two Falls. Two Falls is available now on Steam and Epic Games.
Could you tell us a little about Unreliable Narrators, and what part you play in the team?
Unreliable Narrators began as a small team of history enthusiasts, deeply inspired by the fictional historical TV anime series The Mysterious Cities of Gold, which delves into 16th-century South America. We thought it would be incredible to create something similar in the world of video games"”an opportunity to explore historical events from fresh perspectives, shining a light on voices that history has often overlooked or left unrecorded. And that’s how Unreliable Narrators was born.
As one of the founders of the team, I have taken a lot of part in the team. Creative Director, Executive Producer and Project management has been my key roles.
What inspired you to become a game developer?
I’ve always been a storyteller and an experience designer. Early on, I dreamed of pursuing a career in cinema, believing that the future of cinema would be interactive storytelling. Then I realized the medium for that already existed: video games. That's when I decided to become a game developer instead, and I've never looked back.
Can you tell us about your background in game development and how you got started?
I have studied Game Design in University, and this is where I have met what would become my future business partners. We launched our first video game studio in 2012, Affordance Studio, a company with the mission to Create Games to change the world. We have since, worked with museums, schools, health company, with green-tech studio and this has been quite stimulating.
Since then, I have partnered up and worked with many different video game companies, on many different projects, such as Rainbow Billy. Unreliable Narrators and the project Two Falls, started in 2018.
What made you decide to tell the story of Jeanne and Maikan?
We wanted to explore a fascinating chapter of Canadian history: the meeting of the first French colonists with the Indigenous peoples in Kanata. To tell this story, we chose two contrasting perspectives"”voices that are often overlooked in history books.
Jeanne, a King's Daughter, represents the women sent to Nouvelle-France to help populate the new colony, navigating the challenges of life in an unfamiliar and untamed land. Maïkan, on the other hand, is a member of the Innu community, whose people had long called these territories home and had to grapple with the profound changes brought by the colonists’ arrival. The Innu were particularly compelling to include, as they traveled extensively along the Saint-Laurent, offering a unique lens through which to view this historical encounter. Together, these perspectives illuminate the struggles, resilience, and complex dynamics of this pivotal moment in history.

What were some of the biggest hurdles involved in developing Two Falls?
Developing Two Falls (Nishu Takuatshina) came with its fair share of challenges, but each one was an opportunity to learn and grow. One of the biggest hurdles was ensuring cultural accuracy and sensitivity throughout the development process. Working closely with Indigenous consultants, including Isabelle Picard, was crucial to ensure the story, characters, and dialogue were not only authentic but also respectful. It was essential for us to reflect the diverse experiences of Indigenous peoples while staying true to their heritage and history.

Another challenge was blending narrative-driven gameplay with the technical aspects of creating a 3D world. The game's environments had to be immersive and visually stunning, while still supporting the emotional storytelling. Collaborating with Awastoki, a local 3D asset studio, helped bring the world of Two Falls to life, but it required constant iteration to ensure everything fit together seamlessly.
Finally, we had to balance staying true to our vision while also navigating the practical side of game development"”ensuring the game performed well across platforms, managing deadlines, and handling resources within a small team. There were a lot of moving parts, but the passion for the project kept us going.
In the end, though, each challenge helped shape Two Falls into the experience it is today, and we couldn't be prouder of what we've accomplished.
I loved the difference in how each character viewed the world. Jeanne's being dull, sharp and scary vs Maikens being surrounded by vibrant colours, how important was the visual style in conveying the narrative and tone of Two Falls?
The art direction played a crucial role in conveying the emotions, narrative, and perspectives in Two Falls. The stark visual contrast between Jeanne and Maïkan's viewpoints was a deliberate choice to immerse players in their unique experiences. Jeanne's world feels scary, dull, and intimidating, reflecting her struggles in a harsh and unfamiliar environment. In contrast, Maïkan's surroundings are vibrant and alive, emphasizing his deep connection to the land he calls home.

Even shared landmarks appear differently to each character, with distinct shapes and colour palettes evoking separate emotional responses. This approach allows players to truly step into each character's shoes and experience the same environments through contrasting perspectives. Additionally, the music and sound design further enhance this duality, delivering distinct emotional tones that deepen each character’s interpretation of the story, depending on who you're playing as.

How did you develop the narrative and characters for Two Falls?
The narrative and characters for Two Falls were developed with a deep commitment to authenticity and collaboration. The story was crafted by author and ethnologist Isabelle Picard, who brought the concept of exploring Canadian history through two contrasting perspectives to life. She created two unique characters to embody these viewpoints.
For Maïkan’s story, we worked closely with key members of the Innu community, who played a vital role in shaping his character and arc. Our process was highly collaborative: we would begin with an idea or intent for a scene and, through extensive exchanges and brainstorming sessions, refine the outcome with guidance from our advisors in the Innu and Wendat communities. This approach ensured that Maïkan's perspective was represented thoughtfully and respectfully while staying true to the broader narrative themes of Two Falls.
There were times when my decisions were going in a certain direction and I was ready to get into some fisticuffs, but that never happened. Were you always intending Two Falls to be 100% narrative? Were there any mechanics you just couldn't make fit?
As indie game developers, we had to make some tough choices about what to prioritize in Two Falls. While we had plenty of ambitious ideas, we needed to focus on delivering a polished experience that upheld the quality of the art direction, narrative, and the core messages we wanted to convey. Ultimately, we decided to keep Two Falls a fully narrative-driven game.
That said, we did have to cut some mechanics we were excited about. For example, at one point, we envisioned a feature where players could see how each character interpreted their surroundings differently, adding another layer to their perspectives. However, time and resources limited what we could implement while maintaining the game’s overall quality.
Two Falls is very much our stepping stone"”a project through which we’ve learned a great deal about creating narrative-first-person experiences. With this experience, we’re excited to explore new mechanics and push the boundaries further in our future titles.
With Two Falls being available on Steam and Epic, for all our Achievement and Trophy hunters out there is there any word on a console release?
Yes! We're thrilled to share that Two Falls (Nishu Takuatshina) is planned for a console release in early 2025. While our focus right now is on ensuring the best possible experience for the PC launch, we're committed to delivering the same depth of storytelling and immersive gameplay to console players. Stay tuned for updates"”we can't wait for you to experience the game on your favourite platforms!
What's next for Unreliable Narrators?
We're already working on something exciting! While we can't reveal too much just yet, we can say that we'll continue exploring unique perspectives on historical events through narrative-driven games. Our next project is shaping up to be just as immersive and thought-provoking as Two Falls, and we can't wait to share more details with you soon. Stay tuned"”big things are coming!
I know you collaborated with local artists and contributors. Would you like to shout out or share some links to some of their work?
(Nishu Takuatshina). Each person brought something truly special to the project:
- Isabelle Picard, who wrote the original script and ensured cultural validation, played a key role in shaping the narrative. Discover more about her work here.
- Awastoki, a 3D asset studio, created the stunning 3D environments and assets for the game. Learn more about their work here.
- Eadsé, our music director and composer, crafted the game's emotional and atmospheric soundtrack. She recently released a new album"”check it out here.
- Our talented actors, Charles Bender and James Malloch, gave voice to the game's protagonists, bringing them to life with incredible performances.
- Tara Miller, our art director, designed the game's breathtaking visuals, inspired by the landscapes of 17th-century Canada. Explore her art here.
- The Tshakapesh Institute supported us with invaluable guidance and knowledge on Innu culture. Learn more about their work here.
- Finally, the Nionwentsïo cultural space inspired parts of our world-building with its celebration of Wendat heritage. Discover more here.
We're so proud to have worked with such an amazing group of creators and cultural contributors. Their passion and expertise are woven into every part of Two Falls.