When I watch a movie that was based on a book, there is usually a smarmy bastard or two who can’t help but incessantly remark at the differences in this adaptation. They always arrive at the conclusion that the book was better, and that anyone who hasn’t read the book is inferior and probably touches their tacos inappropriately. For all the analysis these smug nitpickers pride themselves on, they never seem to arrive at the obvious conclusion, which is that the book is almost always better (the only exception I can recall at the moment would be The Shawshank Redemption).
The book is better because the reader utilizes their imagination instead of watching what equates to a summary of someone else’s interpretations. My favorite video games tread a similar path, providing basic imagery, accompanying music, and succinct character outlines/development rather than pure text over elongated descriptions and dialog. But one characteristic will curdle my demeanor like the aforementioned smarmy bastards, and that is voices in videogames.
To preempt any knee-jerking for the sake of Kratos, I’ll preface myself by stating that not all voice acting in video games is awful or unnecessary - just a majority of it. Hearing some stilted, monotone voice spit out dialog sours a good script and makes a questionable translation unbearable. I’ve suffered through enough embarrassingly horrible death throes, attempts at drama, and wooden narration to give me an aversion to any game where voices are prevalent. The most recent example is Arc Rise Fantasia. I was interested in the game until I watched gameplay footage and heard the voices: the awkward dialog, the irritating endless chatter in battle. Luckily the game does have an option to silence the pitiful woes of the under skilled (and likely underpaid) actors, but increasingly few games offer this reprieve.
These scenes would have been ruined by voice acting.
What’s the point? To continue this semblance of bridging two mediums, making interactive movies? Are games with actual voices more credible or mature because they are blessed with bad acting like so many piles of fetid shit shoved into theaters every year? I could argue that there needs to be a better sense of quality control if this standard is to continue, but I’d rather it discontinue altogether. I’d gladly trade the few and far between for pristine silence, or even just minimal voices in the vein of Ocarina of Time or Okami. Playing through a game and giving the characters voices has long been part of the experience for me, as is filling out back stories. Any good story telling medium allots the viewer/reader/listener a certain degree of imaginative freedom – why should we besmirch an inherit strength in video games that cultivates this freedom?
This one too.
The novelty of voices wore off for me fairly quick, somewhere after Resident Evil. It’s always seemed entirely unnecessary, an afterthought to make the game “next-gen” at worst, a misguided attempt to propel the medium forward at best. Sure, adding actual voices does advance gaming from a technical standpoint, but it’s in the wrong direction. It’s too often that a potentially emotional scene is shattered by hammy acting. I loved Lost Odyssey, but felt many scenes lost much potency due to the acting. Worse, piss-poor writing can be glossed over by overacting the same way so many glam bands glossed over their shitty ballads with an overdone guitar solo – Heavy Rain’s Ethan Mars comes to mind as a prime example.
http://www.youtube.com/watch?v=ulbotKa5LnM
I'll concede that some good comes out of bad acting
(or I would, if the embed would work).
Memorable and emotional moments prior to the advent of voices in games relied on maximizing the medium’s potential. Voice acting could be a fine accent to these established tactics, but instead it’s used as a crutch. This is why I shudder when I realize a game’s dialog is exclusively delivered in voiceovers. Give me a game absent of voices over something like Heavy Rain any day. Writers and developers need to focus on making a memorable story, an atmospheric world, an evocative narrative, interesting characters, and great gameplay. Let the player take care of the voices.
Also I've found for something like Final Fantasy, I pay way more attention when I'm reading. The very act of reading invests the player a lot more than listening to melodramatic banter.
However, I cannot see a picture of Solid Snake and not think of David Hayter's voice.
Of course Half Life does very well without a speaking main character, but I think that has to do with the supporting characters around him that make up for it.
Listening is a passive experience. Reading is an active experience. I feel like I get more out of reading, and am engaged more by doing it.
ThaJinx: Fantastic statement at the end. That's what I was reaching for so hard with the opening paragraphs.