So I decided to play it again to settle my mind on what I felt iffy about regarding the dialogue.
The opening scene in the car where they discuss the uncles suicide was oddly forgettable. A scene like that should give the player a clear idea of where he is going and perhaps also plant some seed of what to expect. Instead, having them talk in loose terms regarding the auspicious circumstances in the death of both the uncle and his wife, both of whom where never properly introduced. Isn't really an effective opening.
Instead I think id prefer the discussion to be more focused on where rather than what happened 'there'.
for instance:
Male Wake up, were almost there.
Lady ...how far?
Male Don't you recognize this road?
Lady Not sure, all roads look the same at night.
Male We just passed the lake.
Lady yeah, then were close...
Male It feels strange doesn't it.
Lady I don't know, I really love that house, even though he killed himself there.
Male Still, its just a weekend right?
Lady Unless you like the place.
Male I just don't feel right about living in a house where your uncle killed himself.
Lady That's the turn.
In this example the dialogue establishes the lady's familiarity with the area, suggesting she spent quite some time here in the past. We understand that they are going to spend a weekend in the house where her uncle killed himself. We also establish that the protagonist feels a bit disturbed about these circumstances. There is also the sense that they travelled quite far to get there. That can be very effective for the atmosphere of the game since most horror functions in the realm of unfamiliarity. You might even say that fear is just what's unknown.
It's easy to think that using non-specific and loose terms in dialogue adds a sense mystery fit for a horror game. But you really just end up with some bad dialogue that doest add to the atmosphere or give the player any direction. Loose terms are forgettable for the most part.
Hope this helps.
The opening scene in the car where they discuss the uncles suicide was oddly forgettable. A scene like that should give the player a clear idea of where he is going and perhaps also plant some seed of what to expect. Instead, having them talk in loose terms regarding the auspicious circumstances in the death of both the uncle and his wife, both of whom where never properly introduced. Isn't really an effective opening.
Instead I think id prefer the discussion to be more focused on where rather than what happened 'there'.
for instance:
Male Wake up, were almost there.
Lady ...how far?
Male Don't you recognize this road?
Lady Not sure, all roads look the same at night.
Male We just passed the lake.
Lady yeah, then were close...
Male It feels strange doesn't it.
Lady I don't know, I really love that house, even though he killed himself there.
Male Still, its just a weekend right?
Lady Unless you like the place.
Male I just don't feel right about living in a house where your uncle killed himself.
Lady That's the turn.
In this example the dialogue establishes the lady's familiarity with the area, suggesting she spent quite some time here in the past. We understand that they are going to spend a weekend in the house where her uncle killed himself. We also establish that the protagonist feels a bit disturbed about these circumstances. There is also the sense that they travelled quite far to get there. That can be very effective for the atmosphere of the game since most horror functions in the realm of unfamiliarity. You might even say that fear is just what's unknown.
It's easy to think that using non-specific and loose terms in dialogue adds a sense mystery fit for a horror game. But you really just end up with some bad dialogue that doest add to the atmosphere or give the player any direction. Loose terms are forgettable for the most part.
Hope this helps.