Almost everyone, it turns out, has a secret.

That number was forced to expand alongside the games cast of characters.

But when the cursive script was being used by the peasantry, it felt too fancy and refined.

A medieval manuscript from Pentiment

It didnt really look appropriate, we needed a different font for the peasants.

That use of font choices to communicate information about a character goes beyond simple class distinctions.

I was really glad we didnt need to have an aside where we said: Andreas now thinks this!

Cover image for YouTube video

People just understood what it meant.

Choosing the right fonts was just one hurdle to clear, however.

Another challenge for the team at Obsidian were the text animations.

A pause menu in pentiment, when the screen becomes an image in an illuminated book and characters are pointed out and have their names and personality briefly explained

Its an effective technique in action, slowly drawing the players focus onto each and every line.

I was sceptical, Sawyer adds, and the more we talked about it the more complicated it seemed.

It was a huge amount of labour.

Andreas talks to a monk on the abbey grounds in Pentiment

Animating the cursive scripts, however, presented a unique challenge.

When you look at it written out, you have that sense of the writer running out of ink.

We even have the splatter effects to show when a character is getting angry, says Sawyer.

Still, thats not to say that they werent forced to make a few compromises.

Whether or not you know German, adds Sawyer, that font is difficult to read today.

We essentially just Romanised them to make them work for a modern eye, Sawyer explains.

But we retained the structural components, keeping to the spirit of the scripts.

Those compromises certainly seem to have paid off.