Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Interview Panam Chit Chat at GameHQ

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,041
Location
Behind you.
Tags: Cyberpunk 2077; Emily Woo Zeller

GameHQ has an interview with Cyberpunk 2077 voice actor Emily Woo Zeller. The discussion is much of what you'd expect. What's it like to be a voice actor, what's the character like, what do you think of the genre, and so on. There's even a video version:


With a game like Cyberpunk 2077 players have their choice of character customization, did the V (character) you’re potentially chatting with have any impact on how you were aiming to deliver lines?

Emily: Well, characterization as I understand, and I haven’t had a chance to play the game yet myself. As I understand that’s all aesthetic. Of course you have choices for how might respond to a situation. So when we were recording and when we were working out what scenes may happen Panam responds to each possible scenario. So in that sense, yes, but in terms of like what a player might make themselves look like, no. So only in terms of the actions that a character takes would that determine the path that you would take with Panam.​


This is one of the problems I have with voice acting in a CRPG. How much of the dialogue do they scale back because you have to pay someone to read those lines? How many times do you pick several different choices for what your character says only to get the same reply every time?

Spotted at Blue's
 

Gastrick

Cipher
Joined
Aug 1, 2020
Messages
1,733
For voice acting, I don't see what is so hard about reading on it's own. If a game feels the need to be an audiobook as well to be more exciting maybe the writing wasn't that good in the first place.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
15,164
Location
Eastern block
For voice acting, I don't see what is so hard about reading on it's own. If a game feels the need to be an audiobook as well to be more exciting maybe the writing wasn't that good in the first place.
I read very fast and just can't be arsed to wait for NPCs to get words out of their mouths. Let me read at my own pace ffs. Personally I believe games becoming movies is one of the worst declines in gaming.
 

Gastrick

Cipher
Joined
Aug 1, 2020
Messages
1,733
For voice acting, I don't see what is so hard about reading on it's own. If a game feels the need to be an audiobook as well to be more exciting maybe the writing wasn't that good in the first place.
I read very fast and just can't be arsed to wait for NPCs to get words out of their mouths. Let me read at my own pace ffs. Personally I believe games becoming movies is one of the worst declines in gaming.
Yeah, I agree. It's annoying to go from games that you can start playing right away and continue playing to boring cutscenes. For one reason or another they almost all have awful and un-entertaining stories as well, Mafia 2 is the only good one I can recall.
 

Lady Error

█▓▒░ ░▒▓█
Patron
Vatnik
Joined
Jan 21, 2021
Messages
9,215
Strap Yourselves In
Limited voice acting can add charm to a game, if done properly.

For example, Mirke, the drunk female pirate in Deadfire, became my favorite character partly due to the superb voice acting.
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
14,041
Location
Behind you.
I read very fast and just can't be arsed to wait for NPCs to get words out of their mouths. Let me read at my own pace ffs. Personally I believe games becoming movies is one of the worst declines in gaming.

I'm constantly skipping the voice parts because I read faster than they speak. I think everyone does. First thing I turn on when I get a game these days is subtitles so I can move through the conversation at my own pace.
 
Unwanted

Kalin

Unwanted
Dumbfuck Zionist Agent
Joined
Sep 29, 2010
Messages
1,868,264
Location
Al Scandiya
Nice video, always fun to hear from voice actors, although lol at the romance/erotica part at the end. Limited/partial voice acting is the light and the way, can still add more dialogue after recording and actors can focus on quality over quantity. Greatest quality voice acting to this day is Planetescape: Tournament.
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
This is one of the problems I have with voice acting in a CRPG. How much of the dialogue do they scale back because you have to pay someone to read those lines? How many times do you pick several different choices for what your character says only to get the same reply every time?

AI voice generation will fix this.
 

MrBuzzKill

Arcane
Joined
Aug 31, 2013
Messages
694
For voice acting, I don't see what is so hard about reading on it's own. If a game feels the need to be an audiobook as well to be more exciting maybe the writing wasn't that good in the first place.
I read very fast and just can't be arsed to wait for NPCs to get words out of their mouths. Let me read at my own pace ffs. Personally I believe games becoming movies is one of the worst declines in gaming.
Yep, also read fast and unless the voice acting is actually good (usually it's not) I will never bother to listen to the dialogue. I think cutscenes and voiced dialogue in games have the right to exist, but with certain caveats.
BG2 had only the SELECT voiced lines which made me want to listen to them whenever they came up. Scarcity = value.
Or make me able to rudely interrupt the character mid-sentence so that he/she reacts to it.
Or, possibly the hardest route, hire actually talented voice actors.
 

Fenix

Arcane
Vatnik
Joined
Jul 18, 2015
Messages
6,544
Location
Russia atchoum!
The real question: Who was the model for Panam's ass?

Meh, nothing I haven't seen before. If she had slit across/transversely, on the other hand...

I think everyone does.

Wrong, zoomers had big problems with reading, they of course CAn read, but they feel uncomfortable doing this, it takes efforts for them, they are half literate.
 
Last edited:

Konjad

Patron
Joined
Nov 3, 2007
Messages
5,409
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Limited voice acting can add charm to a game, if done properly.

For example, Mirke, the drunk female pirate in Deadfire, became my favorite character partly due to the superb voice acting.
I love limited voice acting that existed at the turn of the milenium. like in i.e. Baldur's Gate or Planescape Torment.

On one hand it doesn't prevent writers to write long texts (and fix/change/extend them at any point of development if needed), complex interactions, descriptive messages etc, as well as doesn't stop the player from reading quickly.
On the other, hearing the voice of a character works great on the imagination and bringing characters to life, so NPCs don't feel generic and even voice can bring a lot of character to them, and then even if you just read text you still imagine that voice in your head.

Text only feels like cheap way out of the above, but it is obviously necessary for small devs. I wouldn't really criticize full dubbing either though. Would Gothic or Deus Ex be better without it? Maybe, but I have a hard time envisioning it. Full dubbing can be just as fine, even if it isn't my preference overall.

The problem isn't full dubbing. The problem is writers and their managers ain't worth shit nowadays. I remember more of characters in Diablo 2 I played almost 20 years ago and that game had little text, than I remember from Cyberpunk where they talk all the time, that's how generic it was. There was no vision, creativity or anything to it, it was just "hey, let's make a game that is like cool movies, and have Keanu!" - that's basically CDPR's creativity's limit.

Yeah, I thought CDPR is a decent enough company, where they suck at gameplay but deliver decent storytard games as Twitchers, but it turned out they don't - it only worked because they had good source material and copy-paste+extend worked for them, whereas if they need to come up with something themselves it's just a turd.
 

laclongquan

Arcane
Joined
Jan 10, 2007
Messages
1,870,184
Location
Searching for my kidnapped sister
More importantly, I am abit too goddamned picky about voices. There's just no guarantee your professional voice actors/actresses can hit the spot.

It's best just to leave them aside altogether. Less chance to fail, after all.

IT's like with your game writers' writings. You insist that they are of great quality, GOTY even. I say Hah~
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,897
Location
London, UK
Strap Yourselves In
She did a very good job, it has to be said. The combination of her voice acting and the excellent, detailed animations make Panam one of the most alive-seeming characters in any videogame yet. At times, incredibly close to crossing the uncanny valley.

For all the game's faults, it definitely sets a higher bar for lifelike puppet shows (well, at least in the set pieces).
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom