Gab_dC wrote:I personally feel this game would benefit from no dialogue. The story and history of the island could be told through the environment and items. Possibly item descriptions, ala Dark Souls.
I actually think since this is a small project and may only be created by a handful of people (or possibly just Seith) by the end of it's development we may end up with what you are talking about.
Looking at the original campaign description, Seith mentions this:
Game-wise the inspirations could be found in the early "Zelda" games, "Ico", the "Gothic" series and "Dark Souls".
Now one common string between these games (except maybe Gothic, though I haven't played those) is that they make heavy use of visual storytelling. There is on screen text at times, but most of the characters and story end up existing through how the characters emote and what happens within the scenes. I almost suspect a degree of what we saw with Ico or Shadow of the Colossus will end up in the narrative, as you slowly grow to understand what the situation is (revolving around the mouse main character). Early scenes displaying the origins of the character, family, children, friends, lifestyle, etc are likely going to give us a sense of who the character is and endear us to them. Then the situation/plot will start and we'll end up fighting for (and as) the mouse in hopes to see resolution. If he sticks with a fairly simple plot/core story telling style (which, considering his inspiration for kids stories, I would sort of expect it) it should be fairly possible to do a complete (and even complexly layered) narrative without any dialogue.
The upside is if he has a really well conceived and planned story, this could make for a enriching, emotional, and amazing experience that has to be played to be understood (sort of like Journey on the PS3) .
But if he has a predictable, half baked, or overly simplified story, it could destroy an otherwise good looking game. It's a subtle and difficult line he'll have to dance, and I pray he does it as well as everyone wants to see him do.
SO I personally COULD see it unvoiced, maybe with just basic verbal cues (grunts, strains, shouts and squeals for combat and movement and stuff). I would be ok hearing subtle noises from the main character, heck even going with stomach grumbling noises to let you know if you need to eat to heal or to survive. Softly pausing to yawn when the character gets tired. Sneezing if it gets sick or diseased/fatigued in a rainstorm (ok, if weather occurred, no guarantee's there).
But if he went for fully voiced and acted characters, there is a whole different line to dance. Then you have to employ full-character fleshing out, establishing strong personality, dialogue that pops and ultimately, GREAT voice acting to make it all work. If it is done well (say, Secret of Nymh) it can really make for memorable and fun/beloved characters. If it is done shoddy it can shoot the project in the foot entirely.
Both side has risks.
If going with a visual storytelling angle meant more money and time to focus on gameplay, animation, environments, and overall a larger richer game, I'd be more akin to that then shortening the game to budget in dialogue and voice acting. But that's me. Honestly either way I would be happy to play it
