... yeah, actually, now that someone mentions it. Sound design is another part of Nocturne that stuck with me. There are a bunch of parts where a dialogue creep was just like in any other RPG, but there were allot of scenes where the silent text crawl punctuated by the sfx for the end of a thought contributed to the scene. Tough for me to say how. I can say though that when I think of spoken dialogue in Nocturne, I'm afraid of too much definition and something getting lost as a result of not perfectly sticking the landing (an old man concern - hopefully I'm wrong). Something a little more here though - I think the silence contributed to the game. Maybe it just drived in how not you being in Kansas anymore you are because you can't even hear people speak, man~. The game's visual design did such a great job of that and maybe the silent dialogue just got swept up in it.