@MrBits:
I'm not following you here. How is that any different from any other oldschool (or oldschool style) RPG?
Not sure which ones you are thinking of in particular, but I'll give an example.
Mother games manage to elevate the villains to a level of creepy through things like discomfort and how dissonant they are in tone with the rest of the world. Take Earthbound, where everything is mostly cheerful and adorable and then the end area and final boss are extremely creepy in art-style, sound, behavior, etc.
Now, it may be just because it's a demo, but Primrose's segment so far has been entirely about building up two (arguably 4) characters as villains. One set of three villains is described in the story as having crow tattoos, and they do something evil and the only thing we know about them is the tattoo… but because of the art-style, there is NO WAY for the player to be walking around or watching a cutscene and notice that tattoo in order to realize the implications. Instead, the player has to trust and wait for the UI cue that describes them as "right/left-arm person", based on where they have the tattoo.
So that's one example of the artstyle failing to convey what the story wants to.
The other villain seemingly being set up is essentially a caricature of a pimp. It's a character that has no subtlety in his ways, and if anything reinforces that there's a lot of amorality in the specific town you are in. But then because of being such a caricature and being 99% talk, again, due to the artstyle failing to convey any action, it all kinda lacks impact.
Other things that annoyed me included throwaway characters being dicks for no reason all looking the same ("I guess that's the 'asshole' sprite template") and then random ass ally character that appears randomly for no reason other than needing to set up some positive motion for the main character.
In a way the voice acting does help a lot. I will say that the english VA for Primrose does an excellent job of capturing the emotion of the character. But that aside, it's just like you're watching this little diorama of a novella on your switch, which looks cute, but the emotional investment just is not there at all for me.
Basically, even in their simplicity a lot of 16-bit games manage to sell character through actions. This game's demo so far fails at that.