Lance McDonald, the favorite archaeologist of all video games, is back with a new one Transmitted by blood video. This time, she’s exploring the unused dialogue for the doll, the NPC that grants the level of the 2015 game. And while the alternate voice acting is orderly, it’s what she said that really woke up my interest.
Transmitted by blood, like most From Software games, is narratively opaque. The details of the story and plot points are often hidden in element descriptions and easy-to-miss side missions, making every piece of spoken dialogue much more important to pick up even a fraction of. the tradition. In his video, McDonald explains that originally the doll had much more to say to the player about the world of Transmitted by blood, and the unused dialogue reveals the first details that did not reach the final game.
A good part of what is not used Transmitted by blood the dialogue revolves around the fact that you are possibly playing like someone sick and hallucinating on your deathbed. For example, instead of greeting the player as a “good hunter,” the doll used to refer to them as “sick,” a name that can still be found in note templates that players can share among their games. He also welcomed the main character to the “nightmare” at the beginning of the game, calling it a “dream of the sick, of those who were on the verge of death,” giving more light to the strange downtown area.
Transmitted by blood it is as fascinating and compelling in its tradition as it is to play. Eager hunters still discuss the finer points of their universe today, a testament to From Software’s lengths to make the story as dark as possible and the depths of the narrative concepts. While this unused Doll dialogue may have nothing to do with the story, as it unfolds in the actual game, it provides an interesting perspective on Transmitted by blood in general and the changes it experienced throughout development.