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- Jan 28, 2011
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So this is what it has come to. Video game VAs has to perform their own stunts.So, back to Stephen Russell then. Why did using a full performance capture technique affect your decision?
Steven: With the new visual of Garrett we'd created, we found that there was a disconnect that we couldn't ignore between the concepted character and Stephen’s voice today.
Jean-Christophe: Yes. And to answer your question directly, the actor playing Garrett needed to be able to perform his own stunts. Garrett’s a really athletic guy. We could have pasted Stephen’s voice on top of the actions and stunts of someone else, but this wouldn’t appear natural. It really wouldn’t make any sense to capture the full performance for our other characters, but not for our star.
Steven: We’re absolutely huge fans of Stephen’s work on the classic Thief games. But when it came down to it, we ultimately realized that holding onto Steven as the voice of Garrett just for the sake of our nostalgia would be like wanting to cast Sean Connery again in the new 007 movies... It’s a nice thought, but honestly, it wouldn’t make sense for anything else other than nostalgia.
What the fuck? I wonder if there was some other reason they didn't hire him, because that's too retarded to be real.
So this is what it has come to. Video game VAs has to perform their own stunts.So, back to Stephen Russell then. Why did using a full performance capture technique affect your decision?
Steven: With the new visual of Garrett we'd created, we found that there was a disconnect that we couldn't ignore between the concepted character and Stephen’s voice today.
Jean-Christophe: Yes. And to answer your question directly, the actor playing Garrett needed to be able to perform his own stunts. Garrett’s a really athletic guy. We could have pasted Stephen’s voice on top of the actions and stunts of someone else, but this wouldn’t appear natural. It really wouldn’t make any sense to capture the full performance for our other characters, but not for our star.
Steven: We’re absolutely huge fans of Stephen’s work on the classic Thief games. But when it came down to it, we ultimately realized that holding onto Steven as the voice of Garrett just for the sake of our nostalgia would be like wanting to cast Sean Connery again in the new 007 movies... It’s a nice thought, but honestly, it wouldn’t make sense for anything else other than nostalgia.
We want Thief to be a really rich, story-driven experience. Being able to deliver the narrative in the most convincing and believable way is a really important part of providing that experience.
Jean-Christophe: Immersion. Being able to capture the voice at the same time as the actors' movements and facial expressions, all while the actors play off each other, delivers a much more convincing experience than traditional techniques of recording each characters' dialogue separately and then animating everything by hand afterwards.
Steven: Yes, exactly that. Immersion. We want Thief to be a really rich, story-driven experience. Being able to deliver the narrative in the most convincing and believable way is a really important part of providing that experience.
Todd: Well, you'd think "bring the axe skill back" but that's not where games are going.
Pete: Yeah, it's not where games are going.
Todd: That's right, it's not where games are going. Games are getting more stream-lined. Lots of skills is complex and people don't like complex systems with like numbers, and maths and stuff -
Pete: Yeah, I hate maths.
Todd: - Especially console gamers. So as developers, we're really taking that trend and opening up new pastures of gaming.
Pete: New gaming pastures.
Todd: Yeah. So what we've done is we've removed it. We've now combined what were the Blade and Blunt weapons' skills into just one weapons skill.
Pete: We call it "Weapons (r) (c) (tm)".
Todd: Yeah, so now gamers can increase their Weapons Skill (r) (c) (tm) without having to worry about "am I increasing the right skill", "maybe I should use a different weapon". It really opens up all the weapons to players, no matter what they choose to use.
Pete: Yeah, it's about choice.
Todd: That's right. It's about being able to choose to do what you want without having to worry about the consequences because to us, that's what gaming's about, no consequences.
Pete: We call it "Consequence Free Gaming (r) (c) (tm)".
Unless you're hiring Andy Serkis (who is seriously underrated as a voice actor, due to being considered mainly a motion capture guy), there's no excuse for choosing voice actors on the basis of their motion capture ability.
Didn't George Lucas work that out decades ago when he got James Earl Jones to replace the voice of Darth Vader?