Dispatch Ending Explained: How Beef the Dog Made It Epic! | AdHoc Game Spoilers

Ever wondered how a seemingly ordinary, even slightly goofy, character can become the linchpin of a powerful story? The creators of Dispatch, a superhero workplace comedy, faced a monumental challenge in crafting a satisfying ending. They needed something – or someone – to bridge the gap between their quirky office dynamic and a high-stakes, emotionally charged finale. And believe it or not, that ‘someone’ turned out to be a furry, four-legged friend with a penchant for flatulence.

According to an article published just 13 minutes ago, AdHoc Studio initially envisioned a very different conclusion for Dispatch. The explosive climax we see in episode 8, filled with epic battles and poignant resolutions, wasn’t always the plan. The team struggled to integrate the action-oriented elements into their established narrative, and it took some creative problem-solving to make it all work.

[Ed. note: Spoilers for Dispatch episodes 6-8 follow!]

In the climactic scene of Dispatch episode 8, the villainous Shroud and his Red Ring gang launch a desperate assault on the SDN Torrance offices, seeking the Astral Pulse – a crucial piece of technology that powers Robert’s Mecha Man suit. The ensuing battle is a visual spectacle, but the real tension arises when Shroud takes a hostage: Beef, Robert’s beloved overweight dog, whose primary purpose in life seems to be simultaneously cuddling and, well, creating a less pleasant atmosphere. Shroud demands the Astral Pulse in exchange for Beef’s safety. After the exchange, players face a moral crossroads: spare Shroud’s life or exact revenge for his past crimes.

This choice is particularly weighty because Shroud murdered Robert’s father before the start of the game’s story, and the decision is a culmination of Robert’s earlier declaration on how he wants to deal with Shroud. This intense moment is the emotional core of the finale. But here’s where it gets controversial… This showdown wasn’t originally part of the narrative blueprint.

Dispatch creative director Nick Herman explained that the team initially conceived of Dispatch as a character-driven workplace drama with superhero elements, rather than a full-blown superhero extravaganza. Early drafts lacked any grand confrontation between the SDN heroes and the Los Angeles villains. In fact, the drafts lacked anything resembling a traditional superhero ending.

“We were on the fence about whether we wanted the story to have a more traditional ending where the big bad guy shows up, everything culminates, and the team comes together,” Herman told Polygon. “We basically said, ‘no, that’s not the kind of thing we’re making.’ I don’t know what tipped us in that direction eventually, but I think it was probably the fear that everyone’s going to expect this [kind of climax], so [we thought] let’s just give it to them, make people happy.”

Narrative director Pierre Shorette added, “In a more traditional project, if we knew we had three seasons, we’d have ended on Chase dying at the end of episode 6. That’s the type of move you pull if you want to make people miserable waiting two years for another season.”

However, uncertainty surrounding the future of Dispatch and AdHoc led the team to adopt a “burn the boats” mentality, as Shorette put it. They decided to pack everything they could into the final confrontation, fearing they might not have another opportunity. This included the dramatic showdown with Shroud.

And this is the part most people miss… There was a significant hurdle: Shroud essentially disappears after the first episode, only reappearing in episode 7. Furthermore, the connection between the criminal organization the team faces throughout the game and Shroud’s leadership isn’t explicitly emphasized until the final chapter. Herman acknowledged the risk of sidelining the villain for so long but reiterated that they still wanted to focus on relationships and workplace dynamics.

Shorette credited Matt Mercer’s casting as Shroud with significantly improving the character’s impact. Mercer imbued Shroud with a genuinely menacing aura that helped bridge the gap created by his absence. However, Shorette remained concerned that the Shroud storyline wouldn’t resonate with players, particularly given the game’s emphasis on redemption and second chances. Robert even states that heroes don’t kill people. Coupled with the lack of emotional connection to Robert’s deceased father (whom the player never sees or meets), they worried that the final choice wouldn’t carry the weight needed to make it a difficult decision for most people. They expected people to play as heroes and let Shroud live.

That’s when they came up with the idea to use Beef.

“You’d see it happen where [testers] were playing and were like ‘I’m not going to kill Shroud if I get the opportunity,’ and then he holds up the dog, and that’s it,” Herman said. “He’s over.”

Players who have completed episode 8 have reported similar reactions. The in-game statistics reveal that 35% of players chose to kill Shroud, which is a surprisingly high number given the game’s themes. The AdHoc team was pleased with this outcome. “Now, I’m worried too many people are killing Shroud, and we’ve got a problem in society,” Shorette joked.

So, what do you think? Did AdHoc make the right choice by adding Beef to the equation? Does the introduction of a beloved pet as a hostage make the decision to kill a villain more justifiable? Or does it feel like emotional manipulation? Share your thoughts in the comments below!

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