The player doesn’t make dialogue decisions in We Know the Devil, at least not directly. Instead, every decision they make is in terms of what two characters will be staying together during a specific moment or task. It’s a subtle way to build on characters, but even more than that, it cuts to the core of what the game itself is interested in seeing the player decide- not what Venus, Neptune, or Jupiter say or do, but who they do it with. That’s what matters to the larger narrative structure, and that’s what the game places in the player’s hands.
Special thanks to @saccharinescorpion for the request!











