What is fascinating about this part is the way the dialogues work on different levels. For viewers of the broadcast, Lana and Daniel's words seem to be limited to a simple role-playing game, a device designed solely to add intensity and entertainment to the scene. However, for us as readers, the background is much deeper, with these seemingly light-hearted phrases revealing profound emotional nuances. In particular, it is evident how Lana uses the game as a kind of safe space to express what she would not dare to admit in another context. Her words have a double meaning: while for the external audience they are just part of the playful dynamic, for her they represent an exercise in catharsis, a way to acknowledge feelings that she previously denied even to herself. This is particularly noticeable in the way she gradually sheds the moral rigidity that limited her, showing that little by little she no longer feels the need to hide how much she enjoys her closeness to Daniel. What is valuable here is not only the content of the dialogues, but the narrative device itself. Daval achieves a very clever effect while playing with fictional role-playing dialogues; we can read between the lines and see that there is something more. Thus, what might seem like a simple device becomes a narrative tool that deepens the characterization of the characters, especially Lana. As things stand, I still maintain that ID13 is much better than its predecessor.