If you've played more than two video games in the last decade, you're familiar with dialogue options and the effect that they have on the interactions of the game. However, what you haven't really seen is a title that takes dialogue options and makes them the centerpiece of the whole experience. Enter, We Should Talk, the game wꩵhere what you say 🔯is as important as how you say it.
Developed by Insatiable, We Should Talk has you at your local watering hole getting a drink — perhaps Grenadine on the rocks in the correct glass, as one of the options has it —and working through your relationship problems with your bartender best friend and texts with your girlfriend. Each conversation has three dialogue wheels with a varying number of options to choose from. It takes the concept of, "what you say has consequences" like we see on Fallout and cranks up the emotional dial to eleven.
First reported on the blog, you'll be handling different relationships throughout the game, speaking with various friends, and juggling your romantic relationship on 𓃲your phone. As time goes on, the juggling gets more difficult, forcing you to pick how the night is going to go. Not everyone is going to leave happy after some of the interactions, leaving open different endings depending on how you handle yourself during the night.
The game is interesting in and of itself, with plot twists that you aren't going to expect, however, what really sets this apart is the dialogue wheels. As we've said before, you have three wheels with different options to ma🅠ke a complete sentence. Depending on your personality, you can choose exactly how you want to present yourself to the person you're speaking to. Each word feels like it carries m🔯ore weight than a preset option that you choose from in other games.
If this kind of modular dialogue can be pulled off in other games, we could see a truly wide range of relationships and emotions associated with the characters we come across and play in-game. However, things can get complicated quickly with this from a practical standpoint, but there may be a happy medium that developers can take advantage of that will deepen our connections with their characters. We Should Talk seems to hit that happy me🐻dium without too much stutt🍨ering.
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