AAA Refugees: The Flame in the Flood and the Rise of the Boston Indies

The New England games community is a unique force. It’s a place that can tout a lot of “used tos.” We used to have Irrational Games, the brains behind the Bioshock franchise, but that shut down in 2014. We used to have 38 Studios, a company founded by former Red Sox pitcher Curt Schilling, but that imploded in spectacular and controversial fashion. There’s Harmonix functioning out of Cambridge, Mass., and the MMO-focused Turbine in Needham, but otherwise, there are no flagship studios anchoring work. That’s why, when you look around the Boston scene, you’ll see a lot of small independent developers.
That’s where Molasses Flood comes in. The company behind the recently released The Flame in the Flood is made up of what they call “AAA refugees.” Members of their small team have worked on Rock Band, Destiny and Bioshock (it’s hard to find people in the Boston games industry who didn’t work on a Bioshock). I sat down with Forrest Dowling, the lead level designer at Molasses Flood, and asked him about what it was like after Irrational shut down and how the Boston community has been coping since then.
Paste: First of all, the company is called Molasses Flood. It seems like an obvious reference.
Forrest Dowling: It is if you’re from the area. Although, I think when we started the company and picked the name, people locally when we told them the name said, “haha that’s awesome” and people outside the area said, “that’s a weird name why would you choose that.” We were definitely looking for something that had ties to being local to Boston. One of the things that’s important to us creatively is looking to history, trying to find inspiration from real life because the adage that “truth is stranger than fiction” is definitely true. We figured that Boston has such a rich history that there had to be a lot of weird stories and ideas that we can pick a name from and that’s where we kind of end up on the Molasses Flood thing. Also, when you’re picking a name for a company, there’s the technical restraint of needing to find something that isn’t already a trade mark. And it turns out that not a lot of people name their companies after a large industrial disaster so it was available.
Paste: I know that you guys came from different studios. What was it that caused you guys to come together?
FD: All of us at one point or another worked at Irrational and most of the team had worked on Bioshock Infinite prior to the closing and in different capacities. We really came together after Irrational closed and we found ourselves in this situation where there was a whole lot of talented people out of work in Boston and there wasn’t a lot of work to be had and it seemed like a waste. We had this great working relationship and I really wanted to be able to keep working with the people I had been working with. I guess we sort of saw Irrational’s closing as an opportunity for us to do something cool and at least keep some of the band together even if it’s a really small portion of the large number of people that worked on Infinite.
Paste: Was there any thought into going to work for another studio? Was there something specifically that made you go towards the indie route?