The horror RPG Scarlet Hollow wasn’t the game Black Tabby duo Abby Howard and Tony Howard-Arias initially set out to make. Like Slay the Princess before it, the team viewed Scarlet Hollow as a warm-up act for the as-yet-unannounced game they really want to make, one day. Yet five years after the game’s first chapter launched, it’s raising the standard for what RPGs can, and should, achieve in their storytelling.
It started with a loose end.
“Neither of us knew what we were going to do next with our careers,” Howard-Arias tells Polygon over a Zoom call. “I had been in media and tech spaces, and I’d just shut down a startup I’d been working on with a couple of friends. We were building volunteer organizing software for nonprofits who, it turns out, have no money and don’t like using software. So that didn’t work out.”
“I wasn’t in love with my next book,” Howard, an artist and graphic novelist, says. “A lot of my work was kind of kid-focused. And I really like horror, I really like complicated subject material, and I wanted to continue to pursue that. So we basically just turned to each other one day, after having conversations with friends of ours about visual novels, and we’re like, ‘Well, why don’t we try one of those?’ And then almost immediately, Scarlet Hollow became a thing.”
Scarlet Hollow follows a young adult visiting their family home in rural North Carolina, initially to attend a funeral before things quickly go off the rails. It’s technically a visual novel, though Howard-Arias says that under the hood, it functions like a traditional RPG. Traits you pick at the start of the game influence certain outcomes and scenarios, for example, and it tracks choices and consequences in ways similar to a Larian Studios or classic BioWare game.
Howard and Howard-Arias wanted to challenge players’ expectations and push them to think about characters and choices in ways the team believes RPGs often don’t do, or pretend to do before giving you an easy way out. Howard-Arias points to situations like the conundrum of the possessed child in Dragon Age: Origins as an example. The quest presents you with a difficult choice — one that you can circumvent entirely with the right item, if you know where to look. Big dilemmas with easy solutions are not good stories, he says, nor are the ones that let the player decide everything.




