Skip to main content

Two Falls (Nishu Takuatshina) aims to tell an authentic Indigenous story

While several video games include Indigenous characters and themes, few have been made with creative control and design choices in the hands of people from whom these inspirations are drawn. That’s a big part of what makes Two Falls (Nishu Takuatshina), the upcoming first-person narrative adventure game from Unreliable Narrators, so notable. Not only is the studio working with partners from some of Canada’s First Nations, but it is ceding significant elements of creating control, giving their Indigenous collaborators a say over art, music, and the direction of the story.

Official Announcement Trailer - Two Falls (Nishu Takuatshina)

I spoke with Laurène Betard, Two Falls brand manager, and Antoine Bartolo, general manager at Purple is Royal, the marketing team partnering with the studio. We discussed seeing the world through the Indigenous and European eyes, partnering closely with native communities to tell an authentic and respectful story, and what word they learned not to say during development.

Recommended Videos

It’s all about perspective

Two Falls is a 3D narrative and exploration game about Indigenous history,” Laurène tells Digital Trends. “The story takes place in the 17th century in Canada, and you will follow the journey of two characters.“

One character is Jeanne, a French woman emigrating to what would one day become Quebec. She is the survivor of a shipwreck, alone with nothing but a dog to keep her company, and fearful of a wilderness she knows nothing about. The other is Maikan, an Innu hunter at home with the forests and animals that make up the natural landscape. Decisions made during gameplay will impact their independent but intertwining paths in this coming-of age-narrative.

An Innue man and young French woman stand nearly back to back.
Image used with permission by copyright holder

Particular with this game is that we have [different] artistic directions in order to emphasize the two perspectives because it’s all a game about perspectives. How people can think or can see the things that surround them, but don’t see the same thing as another person.”

One example Laurène gives is the forest. To Jeanne, it’s frightening; She doesn’t recognize the trees or the sounds. Everything is dark, and blends together. For Maikan, it’s bright and colorful. He can recognize different trees, and signs of wildlife. It’s his people’s land, and he’s very comfortable. But it goes both ways.

“At some point,” Antoine begins,” there’s the shipwreck that Jeanne escaped from, you can see it from her perspective, which is just a shipwreck. It’s a ship that’s wrecked, but through the eyes of Maikan, the wood sticking out on the side kind of looks like a ribcage of a whale that could have been beached. It takes this kind of strange animalistic look because he’s not used to seeing such huge ships made out of wood and stuff like that. So we’re trying to play with all these things, too.”

Two side by side pictures show a wrecked ship reduced to just it's skeleton.
Image used with permission by copyright holder

Laurène emphasizes that Two Falls is a first-person walking simulator (like Firewatch, from Campo Santo). You will be seeing things through the eyes of each character. That means when you are Jeanne, 3,000 miles from home in a strange new land, what may in fact be normal wildlife could appear to be something as frightening as a werewolf. And that’s not the only folklore that may be on the characters’ minds, as evident by the Windigo.

Laurène tells us, “I don’t know if you’re familiar with the story of the Windigo, but it’s an entity protecting the forest for Indigenous People. And when European people came, they were talking about Windigo as a bad spirit and evil spirits that will eat you if you don’t take care of the forest, but it’s not what Indigenous People created, you know, it’s more like a friendly entity in reality … For Jeanne, she will be frightened by the idea of the Windigo, while Maikan will be more intrigued by what is triggering the Windigo.”

A man sits next to a campfire in the canadian wilderness in Two Falls.
Image used with permission by copyright holder

Windigo, it turns out, was one of three different working titles in Two Falls‘ history. First, it was Kanata, named for the Huron-Wendat word for “settlement” or “village” which served as the origin for the name Canada. Then it was Windigo, but that name was later abandoned for good reason.

“While talking to people from different communities, we realized that [Windigo] was a term that we could not employ,” Antoine says. “It’s something that’s not talked about, it’s kind of a Voldemort kind of thing. You’re not supposed to say that word and now we were just plastering it in big letters and trailers.”

Elevating and incorporating Indigenous voices

As interesting as these Indigenous legends and this era of history can be, it’s important to tell these stories the right way, with the right input from the peoples at the center of them. I asked Laurène and Antoine about that, and they had a lot to say on the subject, starting with the central characters.

“Maikan was created with a lot of Indigenous partners, a lot of Wendat people, and some Innu too,” says Laurène. “ Maikan is a young hunter, so he sees his village afflicted by an illness, and this illness will force him to travel, to find the remedy. It’s how he’s beginning his journey. And there are a lot of moments in the game where you will really feel [his] Indigenous culture”.

A bright blue river flows through a lush evergreen forest in Two Falls.
Image used with permission by copyright holder

A key element to creating authentic characters is the voice acting. According to Laurène and Antoine, there will be both English and Innu dialogue, voiced by Indigenous actors.

Antoine adds, “[among the Indigenous partners] we have internal staff at the studio. But what’s super important for the story is that we built what we call a Council of Elders, which is people from different Indigenous communities. And they kind of sign off on every step of the way, on the story, how we’re telling it, what we’re seeing in it, and also how items and stuff will be depicted in the game. So it’s super important for us to have that authenticity and to tell the story the way they want it to be told.”

It’s what Indigenous people want to say, how do they want us to finish? 

The core story of Two Falls was crafted by Isabelle Picard, an Indigenous ethnologue. As the game developed it was reviewed by the Tshakapesh Institute, an institute that promotes Indigenous culture and protects native languages. They provided confirmations and helped inform development, and that extended beyond just scenarios.

“Even in the simple details, like how Maikan is using his knife could change everything on what culture he is from. Innu people don’t do the same thing as Wendat people for example,” Laurène adds. “So we want to be as realistic as possible. And that’s why we had to choose a community, you know, like Innu. Maikan had to be Innu because we can’t say he is “indigenous” because that would have said something and nothing at the same time.”

An eerie blue atmosphere envelopes a dense forest in Two Falls. A warm amber glow lights a welcoming forest in Two Falls.

The influence of the Indigenous partners is difficult to overstate. Developer Unreliable Narrator has taken an approach that gives control to people from the cultures that the game is about.

The 3D artists are not in Unreliable Narratives. It’s an external firm named Awastoki, co-founded by Alexis Gros-Louis Houle, who is Huron-Wendat, and his wife Caroline Fournier. They already know a bit about how people are clothed, and what clothes should look like. We are also having this validated by the Council of Elders.”

Likewise, The music for Two Falls is done by Eadsé, an Indigenous artist, and even the final direction and tone of the story are intentionally left out of the hands of the development team.

“We are in the process of writing the end of the story because the end of the story is the most important part,” Laurène says. “It’s what Indigenous people want to say, how do they want us to finish? Do they want us to show something more sad, but maybe realistic, that shows all the damage that was done to this community? Or do they prefer to finish on a more positive note with a lot of hope and say, ‘OK, the collaboration will be possible.’ It’s up to them. We don’t have a say in this part. So I can’t tell you yet because we don’t know yet how it will finish.”

A trapper stands in front of the player, as they hold a conversation in Two Falls.
Image used with permission by copyright holder

The Unreliable Narrator team is very clear about its intentions to engage with and listen to Indigenous communities. These influences are important for crafting the story and maintaining authenticity and creating a game that is responsible and respectful toward its subject matter.

Two Falls (Nishu Takuatshina) is planned to release in 2023 on Steam.

Justin Koreis
Justin is a freelance writer with a lifelong love of video games and technology. He loves writing about games, especially…
How to open the Warden Vault in Dragon Age: The Veilguard
Inside the Warden Vault in Dragon Age: The Veilguard.

If you thought the puzzles in Dragon Age: The Veilguard were too easy, you haven't tackled The Warden Vault quest yet. Available in the Rivain Coast, The Warden Vault is a side quest, one of many incredible side quests, that has you figure out how to open the locked door to the Warden's Vault underneath a huge castle.

This puzzle requires you to solve three separate puzzles within the castle, but they are far from obvious. Without the right guidance, Rook and the party can easily get lost throughout this castle and not know how to unlock the Warden's Vault in Dragon Age: The Veilguard, so here's how to solve it.
How to unlock The Warden Vault side quest

Read more
The fastest ways to gain XP in Call of Duty: Black Ops 6
Kill Order gameplay in Call of Duty: Black Ops 6.

Ever since Modern Warfare, Call of Duty fans have been obsessed with finding every tip and trick they can to level up faster. Now that Call of Duty: Black Ops 6 has arrived with a refreshed Prestige system, the drive to grind levels is again at an all-time high. While everything you do does earn you XP, they are not all created equal. Just like picking your Wildcards or Perks, earning XP as fast as possible takes a bit of thought and planning. If there's a piece of equipment you have your eye on at a high level, or just want to grind through some Prestige ranks as fast as possible, here are the fastest ways to grind XP in Black Ops 6.
Do your dailies

We'll get the most obvious tip out of the way first. Daily challenges are back and work just as they always have. Every 24 hours you will be given a handful of small optional tasks to complete for a heap of bonus XP. These can be things like getting Scorestreak kills, getting Point Blank Kills, and getting kills with a specific weapon type. Most daily challenges are worth 2,500 XP, which is already a nice bonus, but there is also a fourth one that can be worth between 3,000 and 5,000 additional XP. Each day you log on, you should prioritize your daily challenges.
Tailor your loadout and play the objective

Read more
Halo 2 multiplayer maps are making a return for 20th anniversary
Master Chief holding a gun and a flaming grenade with a city behind him.

For the 20th anniversary of Halo 2, Xbox is releasing many of the game's multiplayer maps in Halo Infinite on November 5.

Halo Studios (the new name for 343 Industries) announced Monday that the seven maps will be featured in a playlist called Delta Arena. The maps -- Ascension, Boulevard, Canopy, Conjurer, Inquisitor, Serenity, and Beaver Canyon -- have been recreated in Forge by community members, so they feature some nice visual upgrades, along with new names. For example, Beaver Canyon will be listed in the playlist as Beaver Creek. The developers have also tweaked the gameplay so it feels more like Halo 2, with higher jumps and friendly player collision, and added a new starting weapon: the MA5K Avenger.

Read more