13th Street: Last Call Interactive Horror

Last year Lacta Chocolates came up with a web-based interactive love story called Love at first site. Now Jung von Matt and Film Deluxe take the same “viewer participation” impulse into a darker genre with an interactive horror experience designed for cinemas.

The movie is called Last Call by 13th Street, and it is billed as the first interactive horror movie in the world.

How the film turns a screening into a live conversation

The core mechanic is simple and high-stakes. The audience can communicate with the protagonist through specially developed speech recognition that turns one participant’s answers, delivered via mobile phone, into on-screen instructions.

In European entertainment marketing, the fastest way to make a channel promise feel real is to turn it into something the audience can physically experience together.

Instead of passively watching a character make bad decisions, one viewer gets pulled into the story and has to direct what happens next, under pressure, in front of a room full of people.

Why it lands: it converts fear into responsibility

Horror is already interactive in your head. You are constantly thinking “don’t go in there” or “run”. Last Call makes that internal commentary explicit, then gives the viewer control at exactly the moment when tension is highest.

Extractable takeaway: If you want interactivity to feel meaningful, make the choice time-critical and socially visible. When a whole room watches one person decide, even simple branching choices feel heavier.

The intent: make a channel brand feel like an event

This is not interactivity for its own sake. It is a positioning play. 13th Street is not just a place that shows thrillers and horror. It stages horror as a one-off experience you can only get through the brand.

The phone call is the hook, but the real product is the shared story people retell afterwards: “someone in our screening got the call”.

What to steal for your own interactive storytelling

  • Choose one decisive moment: interactivity works best when it happens at a peak, not throughout.
  • Keep the command vocabulary tight: yes or no, left or right, stay or flee. Clarity beats cleverness.
  • Make the interaction legible to spectators: the audience should understand what the caller chose without needing explanation.
  • Design for group emotion: the collective tension and reaction is part of the value.
  • Build the “retellable” sentence: “the character called an audience member” is stronger than any tagline.

A few fast answers before you act

What makes Last Call “interactive”?

A participant receives a mobile phone call and speaks choices that are translated via speech recognition into commands, which trigger different follow-up scenes.

Why use a phone call instead of a web interface?

A phone call feels personal and urgent, which matches horror. It also keeps the participant’s hands free and the interaction fast enough for a live screening.

Is this a real branching film or a gimmick?

It works like a branching structure with pre-produced scenes, selected based on a small set of recognized commands. The novelty is the live calling mechanic in a cinema context.

What is the biggest risk when copying this format?

Latency and ambiguity. If recognition is slow or choices are unclear, tension collapses. The interaction has to feel instantaneous and unmissable.

What is the transferable principle beyond horror?

Put the audience in a single, decisive role at a high-emotion peak. One clear decision, delivered fast, can create a stronger memory than many shallow interactions.

Lacta: Love at First Site

Last year Lacta Chocolates came up with a web based interactive love story called Love at first site.

The concept plays like a prequel to Lacta’s TV storytelling, but it moves the experience from “watching” to interactivity. Viewers influence how the romance unfolds on screen.

From spot to story world

The smartest move here is format, not flash. Instead of squeezing emotion into 30 seconds, the brand expands the narrative into a longer, web-native experience that rewards attention.

This is branded entertainment in the literal sense. The story is the product, and the chocolate brand is the reason it exists.

The mechanic: viewer choices, not passive viewing

The interactive layer is simple. The film presents moments where the viewer decides what happens next, and the story adapts accordingly.

In FMCG brands, lightweight interactivity can turn a familiar romantic story into a repeatable personal experience.

Why it lands: the audience earns the ending

Romance advertising often asks you to believe in a feeling. Interactivity does something more persuasive. It lets you participate in the feeling by making small decisions that shape the couple’s path.

Extractable takeaway: If your brand wants emotional recall, let the audience co-author a few key moments. Even limited choices can create a stronger sense of ownership than a perfectly produced linear film.

What the brand is really buying

This kind of execution buys time and attention, but it also buys intent. People who choose to play are signaling they want to stay with the story. That’s a different relationship than a forced impression in a TV break.

Is this the beginning of a new form of branded entertainment campaigns. Kudos to OgilvyOne Athens.

What to steal for your own interactive story

  • Start with a narrative hook: if the story is weak, interactivity will not save it.
  • Keep choices meaningful: fewer choices with clear consequences beat many shallow clicks.
  • Make the first interaction fast: reduce friction so curiosity turns into participation.
  • Design for replay: structure the story so a second run reveals something new.
  • Measure beyond views: completion rate, replay rate, and branch distribution tell you if the story actually works.

A few fast answers before you act

What is “Love at First Site” in one sentence?

It is a web-based interactive love story where viewers make choices that influence how the film’s story unfolds.

Why does interactivity matter for branded entertainment?

Because it turns attention into participation. Even small decisions create a feeling of ownership that improves recall and word-of-mouth.

How do you keep interactive films from feeling gimmicky?

Make the story strong without interactivity, then use choices at emotionally important moments where outcomes feel clearly different.

What should you measure to judge success?

Completion rate, average time spent, replay rate, and how many people explore multiple paths. Those metrics indicate engagement, not just reach.

What is the main risk with this format?

Friction. If the first interaction is slow or confusing, people drop out before the story earns their attention.