I wonder what do you think of some of my actual criticism for TCOAAL? The writing is kinda mid. The dialogue is at best, clunky and on the nose and at worst, forced and unnecessary I think the game could use some more subtlety as an improvement.
(it's been a while since I last played the game, so I only half remember some of the dialogue, but let's do this 😅)
I agree that the writing isn't exactly subtle. I think there's reasons for this, however. The game is largely an exploration of Andy & Leyley's personalities and why they are the way they are. Therefore the writing and dialogue lean more into character drama than exceptional prose.
That's not to say that the writing is bad. It does its job effectively, helping us to understand and empathise with the Graves siblings despite them clearly being horrible people. Which brings me to my next point; I don't consider myself an expert on horror media, but as a text-based and dialogue driven game, TCOAAL faces different challenges to a movie or more action-focused game. It can't rely so heavily on visual elements, so it's forced to tell the story almost entirely through descriptions of the characters and their conversations (plus occasional sound and visual effects). This, in my opinion, forces it to err on the clunky side. The alternative would be to leave things vague & let the reader come to their own conclusions. This certainly works in other games, but in this case, we're being prodded into seeing our protagonists a certain way, and this occasionally calls for some heavy-handed lines. Case in point, Ashley yelling "You chose me! ME!" Again, not subtle, but it establishes her character perfectly.
Last point I'll make is that Nemlei is, after all, just one person, so perhaps the dialogue is something of a rough draft. The sequential nature of the game, and criticisms like this, allow it to be refined a little as it develops.
TLDR; I agree that the writing is a bit clunky at times, and some of the interactions a little on the nose, but I can see the reasoning for that. In a medium with limited visual resources, a dialogue that lays it on thick helps us to get firmly into the headspace of these characters.
Thanks for the ask! This was an good one to think about, as I noticed some of the same things on my playthrough. I wouldn't say it detracts from my enjoyment of the game, but it's interesting to know someone drew the same conclusions.✌🏻