Personally, I wish more games would go without voice overs entirely. I like getting to decide what the characters sound like and really could do without most of the commentary on voice acting. Its annoying because most people don't even begin to acknowledge some of the things you bring up, they just expect a Hollywood blockbuster evertime or for everyone to magically record together when thats far more practical in say, Japan, than it is with Western actors who could be anywhere from California to Ireland.
Back to the topic, this reminds me a bit of PoP08. Maybe because of the fact that Nolan North is appearing in everything ever nowadays, but it gave me that impression that aside from the main bad guy and Elika's dad, the Prince and Elika had that chemistry. I'm sure I get that because in this open world, they only have each other to talk to, occasionally talking to the two side characters and the bosses when the plot feels it is necessary.
That also comes into play if you decided you wanted to allow the Prince and Elika to chat with each other when the opportunity came up. If you did, the conversations as you progressed through the game would evolve, you would have a better sense that these two characters really started to care about each other. Elika would slowly loosen up and be a bit more playful to the Prince, and the Prince would slowly care for someone other than himself.
It wasn't perfect, as I really wasn't too fond for Elika's character, even by endgame, but I still respect the developers for trying out something a bit different when it came to the narrative.
I think what it comes down to most is that attention to detail. If you look at the biggest releases of last year, including some of the ones you mentioned-- Uncharted 2, Arkham Asylum, and some you didn't, like Left 4 Dead 2 and ODST, -- you see that nothing is left unpolished, no detail is too small to ignore. Studios who are committed to making sure their game is as good as it can be in every area leave nothing to chance, especially not the voice of the character you'd like your audience to think of as themselves for 10 hours. The games I mentioned earlier are prime examples of this: both Kojima and Valve's attention to detail are legendary. Nintendo's approach is very different as they use the silent protagonaist almost exclusively, and I'd like to get into that, but this reply is long enough as it is.
Finally, I know it's not really a "hardcore" series, but I'll add that almost all of the Ratchet and Clank titles have voicing and character interaction that rivals Pixar's finest. The exceptions are the handheld based games, which run into that whole budgeting thing, (money, processor power, take your pick) and the first game in the series-- I think that can be forgiven since Insomniac didn't really know any more about the duo than we did, starting out. In fact, if memory serves me correctly the voice actor from the first R+C game was replaced before the second.
Bioshock had the best voice acting of all time.
@Qalamari:Ratchet and Clank really does have some amazing voice work, but in a lot of ways I think that can be attributed to the superior writing and tone of that game. I mean, they've been doing these types of games for a while now, and they really have become masters of it in nearly every area, and this applies to voice direction too. I'd really like to learn about the process that they use for dialogue recording and see how it compares to other studios.
And yes, I agree that it's definitely a matter of attention to detail, but it doesn't stop there. Even Valve could improve the interaction of different characters in their games--but they're doing a pretty damn good job as it is, so all they can do is look to the future and get better and better.
That's not to say that I want 20 Uncharted 2's to come out, but I'd love to see more RPGs with the same production values since they are theoretically so story driven.
Nice write-up!!
Additionally, I don't think Dragon Age improved on Mass Effect's conversation system in any big way (Mass Effect having been the one to improve it in a big way years ago). And at the least, Mass Effect left a mystery in the dialogue on the part of the main character. Dragon Age conversations often lack weight, unless between characters. I find myself zooming through conversations with NPCs trying to find out if there's a quest involved. Party member's are a bit more interesting in conversation, but get dull soon. I also am delightfully bored by this series of fairy tales characters, notably Leliana, tell. Whatever happened to show, don't tell?
You know, perhaps the failures of some games can be put upon using too much speech to tell, rather than using the world itself to show. Flower created a rich world worth saving without using any dialogue at all. I feel like games could learn from that--not that they should use less dialogue, but that they should use it for different reasons. We don't need a character to have hours and hours of dialogue to be fully realized.
For what it's worth, it doesn't bother me too much, aside from Yuna's "Too funny." (From what I can remember, anyway.) AH HA HA HA HA HA HAH!
ALSO STOP GETTING FRONTPAGED IT’S GIVING THE REST OF US AN INFERIORITY COMPLEX!
Also, @Krow: You called it!
You can't isolate the Voice Actors from the production like so many studios do, because then your result is as empty as Keanu Reeve's acting.
Just like film, the cutscenes in Uncharted play out in exactly the same way every time. This allows Naughty Dog to control the movements, interaction, and timing between the characters in the same way a film director can (Not to take anything away from their accomplishments, they are pioneering technology and doing this better than anyone else has, save for the Heavenly Sword team).
Due to it's non-linear nature, the conversation system used in Bioware games is quite a different beast. If you take a moment to wrap your head around the number of permutations involved in an interactive conversation, including the possibility of different voice actors depending on the situation (as in the male/female Shepard situation in Mass Effect), you'll get an idea of what I'm talking about. It's simply not possible for our voice actors to be in the same room as one another, because we don't necessarily know who they're going to be, and/or what they're going to say, until the game is played.
The other major obstacle we face is simply the amount of content. The line count in Dragon Age is so immense, that it would be impossible to have custom animations for every conversation. Instead we rely on a palette of preset animations that are grafted on to the digital actors by our cinematic designers.
Having said all of that, I completely agree (as does everyone else here) that we need to continue to find new ways to make those conversations, animations and exchanges between characters more and more emotionally engaging. We're constantly trying to find new ways to do this, and I think we're making headway one game at a time. I hope this helps to shed some light on the problem :) A large part of game design is constantly deciding what kind of experience you want to craft... Give the player tons of freedom in a huge world? Or guide them down an immaculately polished, yet narrow path. I like both kinds of experiences myself, but we just happen to make games that revolve around player choice up here in Edmonton. Some might say it's what we're good at :)
Now back to finishing up this Mass Effect 2 DLC...
While in Uncharted you get the feeling of an organic dialogue between the characters. I think more games have to do this or just discard the voices, because bad voicework ruins the mood of the game.
I do have to comment and say that you are way off the mark on a few points:
NPH and Will Arnett gave bad performances because the script, but mor importantly, THE DIRECTOR gave bad performances. Actors are only tools and directors are the craftsman. While some tools are better than others, they can only go so far. I have strong doubts that it was Nolan Norths idea to do Uncharted in the way it was.
The other main gripe I have here is youre comparing Dragon Age/Mass Effect/Fallout 3 (RPGs) with Uncharted 2(an action movie/game). The RPGs require good and evil choices as well as here or there choices all on the fly, mid duologue, while Uncharted is watching a predetermined story play itself out. I really find the comparison unfair, if not, absurd.
Lastly, you comment as if Uncharted 2 is revolutionary in voice acting for getting the actors in the same room and generating real scenes and chemistry. Did we all forget about the stunning work in the Legacy of Kain series??? Here's a SET of games TEN YEARS OLD that had scenes playing out in movie-like realism, actually connecting with our playable characters.
Yes Uncharted 2 is fantastic. Yes it does deserve praise. Yes more games need to follow suit. But if we're going to throw some mud, at least know what you're slinging it at.
http://www.youtube.com/watch?v=DnhbGpiA6Ks
http://www.youtube.com/watch?v=Bnru0qLBHRg
http://www.youtube.com/watch?v=9XvArFbKVXI
http://www.youtube.com/watch?v=GInXXexuhLg
http://www.youtube.com/watch?v=EHxhkwxQBWo
http://www.youtube.com/watch?v=KXvAcXRsRf4
All well worth your time.
i'm not sure if i necessarily agree with it 100%, but i'm also *not* sure that i dont. it's something to think about - well done :)
Uncharted 2 is easily the best crafted game I have ever experienced. I really appreciate when such effort is taken to acknowledge it's achievements.
Uncharted 2 is easily the best crafted game I have ever experienced. I really appreciate when such effort is taken to acknowledge it's achievements.
Great article, too.
Thank You for pointing that out. I'm almost astounded that this article did not even mention MGS, which pretty much set a standard for how voicework can contribute to a compelling narrative. Hell, David Hayter is a person whose fame is generated just on MGS voice work. That is an impact that shouldn't be ignored. The omission makes this article feel more like just gushing on why Uncharted 2/Dragon Age is so great
But I am glad the author pointed this out, as Uncharted 2 is a EXCELLENT game. I think part of it's appeal is that the script is tailored toward an American audience ,and was written with the English language in mind. We have to remember alot of games are created by Asain developers, thus the script is written in Japanese. So i think that the translation, no matter how good, sometimes muddles the flow of the script when brought over to English.
I would like to know what Japanese folks think about the Japanese version of Uncharted 2's story (if there even is an Japan dub). That's the real question
Cool. I meant no disrespect. You did make an excellent point and Uncharted 2 does deserve the accolades indeed (it's on my top 10 favorite games of all time, and i've been playing games since Duck Hunt) .
All in all, i think your point exemplifies the ever-growing talent the Western game dev. now have at their disposal, which is raising standards that Asain need to catch up to.
Think about voice work from games by American-companies (Halo, Gears, Uncharted, Batman AA, COD, Heavy Rain). The voice work tends to be easier on our ears because it sounds a little more natural. I believe its because of the script generating from American writers. I think that we are more critical of translated Japanese games because of certain hiccups in their dialog and script.
To illustrate, look at MW2. what Makarov said "Remember, No Russian", meaning "Don't speak Russian while in the airport" got translated in the Japanese version to "Kill them all! they're Russian", and Japanese games got pretty upset tha the game explicitly told them to kill innocent people. (unlike our version). The feeling of that entire level changed due to that one line being misinterpreted. Think about how the Japanese voice actor would handle that script, i'm pretty sure he would take it differently than the American voice actor
So i think it's a matter of getting good translators to localize the script that fits in with that particular market.
But still, good stuff kauza
I mean, imagine a world without
http://www.audioatrocities.com/games/typingofthedead/clip4.mp3
http://www.audioatrocities.com/games/hotd2/clip5.mp3
Besides, Drake's ends up doing the world a favor.
That and the way they edit the lines the actors did into the game can often be done poor and abrupt.
But it is slowly improving for the most part.
You can hear it in Uncharted 2 that the actors are there together. Too many games, even ones with good voice acting, you can almost hear the pause between lines. Even if the tone and inflection is right, dialougue just doesn't sound the same if it isn't people reacting to people.
You can't have the Uncharted voice work done in the same action-movie style as DA because DA gives player CHOICE, and choices that require some "time" for them to be selected on the part of the player. It's a completely different dialog style, and in my opinion it works great for it's purpose.
Yes it could be improved by making the protagonist not silent, and it could be improved by having more situations where the dialog that happens isn't just "guy standing, moving lips", but the way it was handled and the performance was great in my eyes. I honestly don't see any huge problem with how dialog was handled in DA:O and never once did I think "Hmmm this feels off!", which says a lot as a fan of RPG's like this.
"There's a guy above you, there's a guy above you!"
"There's a guy below you, there's a guy below you!"
laughed for a few minutes on that one

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