I can see why you’d think that (and it’s nice to give them the benefit of the doubt), but NLP is an umbrella term that encompasses many things other than speech-to-text, including parsing typed text input that’s in a natural conversational style, and it’s clear from their press release that their innovation was supposed to cover everything except language generation. They break down all the different sub-fields of NLP and talk about how this game demonstrates them. In fact, the thing that they spotlight the most is the text parsing:
At the time of the game’s original release, most adventure games were played using a “command input” system, where the player was asked to type in text to decide the actions of their character. Free text input systems like these allowed players to feel a great deal of freedom. However, they did come with one common source of frustration: players knowing what action they wanted to perform but being unable to do so because they could not find the right wording.
Basically, this was being explicitly touted as a way to eliminate guess-the-verb problems, and it looks like it failed at that.
About your second point, I’m not sure whether you’re saying it was a poor choice for SE to do this because they were never a major player in parser IF or this game specifically was a poor choice because it hadn’t previously been remade (or both), but as for the first, Enix was well known for its IF in Japan in the era of commercial text adventures, and this game in particular was absolutely iconic to Japanese gamers. It’s frequently referenced in pop culture even now. As for the second… what commercial parser games have been remade/updated recently? Other than the recent graphical remake of Colossal Cave Adventure, I can’t think of much. So it’s not like there was an easy option to go for a parser game that had been adapted for modern player expectations in every regard except the parsing.
That said, I do wonder how much of the problem here is the parsing and how much is the game being underimplemented by modern standards. Parsing the player’s input correctly doesn’t help much if the game has no response for that topic/action. I was going to check it out for myself before commenting on this aspect, but apparently this game is 10GB (another issue with the viability of this technology as it currently stands!) so I’ll have to wait a bit for it to download and install.
On a side note, I see they were originally planning to get around the implementation problem through generated text, but axed that because they couldn’t guarantee the language model wouldn’t give offensive responses, but honestly, even if they could, I think language generation is risky for a mystery game. The language model could generate a response with details that sound significant, and the player could go off chasing a string of red herrings without the game ever giving any feedback to indicate that they were on the wrong track, because it can generate a response to any question they ask or action they take. To a certain extent, I think a mystery game needs “I don’t have anything to say about that” responses to indicate when the player is trying to pursue an unhelpful line of investigation.