Lance McDonald, the favorite archaeologist of all video games, is back with a new one Transmitted by blood video. This time, I’m exploring the unused dialogue for Doll, the NPC that gives the level of the game from 2015. And, although the alternate voice is neat, what she said, which aroused my interest.
Transmitted by blood, like most software games, is narratively opaque. The details of the story and the plot points are often hidden in the descriptions of the articles and in the easy-to-miss side missions, which makes each piece of dialogue spoken much more important to pick up even a fraction of the tradition. In his video, McDonald explains that the doll initially had a lot more to say to the player about the world. Transmitted by blood, and the unused dialog highlights early details that did not enter the final game.
Much of the unused Transmitted by blood the dialogue revolves around the fact that you are probably acting like someone who is sick and hallucinating on your deathbed. For example, instead of greeting the player as a “good hunter,” the doll used to be called “sick,” a name that can be found in the note templates that players can divide between their games. She also greeted the main character in the “nightmare” at the beginning of the game, calling him “a dream of the sick, of those on the verge of death,” shedding more light on the strange area of the hub.
Transmitted by blood it is as fascinating and compelling in its tradition as it is playable. The avid hunters still discuss the finer points of his universe, a proof of both the lengths of the Software made the story as obscure as possible and the depths of the concepts of the narrative. While this unused dialogue of the doll may not have any influence on the story, as it takes place in the real game, it offers an interesting perspective on Transmitted by blood as a whole and the changes it has gone through during development.