Originally, Reena was supposed to handle the cutscene illustrations, but due to time limitations, I took on this responsibility. I decided to format the cutscenes like emergency (999) call transcripts commonly seen in news reports, merging audio with subtitles that dynamically appear as the conversation unfolds. After conducting initial playtests, I realised players had difficulty identifying the speaker, so I implemented a color-coding system—red for the private investigator, blue for Hope, and white for the mother—and included the speaker's name above each line for better understanding.
I invested time into writing the cutscenes, as they serve as a crucial storytelling vehicle in the game. For the opening cutscene, my intention was to express the mother's anguish and sense of hopelessness, immediately connecting with players on an emotional level. I wove in the five stages of grief—denial, anger, bargaining, depression, and acceptance—to create a strong emotional journey, providing depth to the character even with limited dialogue.



The second cutscene revolves around the player and Hope, aiming to clarify the entity and enrich the game’s lore, assisting the player in grasping the narrative. I elongated this cutscene to thoroughly elaborate on the explanation while incrementally heightening tension as the player discovers more. In this scene, the private investigator transitions from being arrogant and withdrawn to displaying real fear and anxiety, underscoring the dramatic effect of the entity.
With his newfound vulnerability, he turns to Hope, desperate for her for assistance—echoing the mother’s desperate request in the opening cutscene. This emphasizes the game’s consistent theme of an unending cycle, where individuals delve into the entity only to vanish, thus continuing the curse. Furthermore, this cutscene delivers clear guidance to lead the player through the remainder of the game.
