Post by nixonthevixen on Feb 27, 2019 2:52:51 GMT -6
Hi, I'm new here. Actually, I just made this account to talk about a single aspect of the game but I guess I can expand the idea more broadly if this thread starts a discussion. I don't know if I'll necessarily be original, but I might as well say what I'm thinking.
So, onto the thing that inspired this thread. While playing through the backer demo, I noticed there was a large difference in Miriam's scream when absorbing a shard when compared to what I heard in IGN's E3 video from 2017. This is a bit late because the change was present in their 2018 E3 video, but I guess I didn't really notice it in a big way until recently playing through again. It's not a very original opinion to say some of the content we saw and heard early on was preferable to what was in the most recent demo. For some reason, this stands out to me though. I know it's all personal preference and for everyone who likes what they heard in 2017 there's another person who prefers what we got in 2018. I know I probably sound like an obsessed weirdo, but I just work with audio a lot for my job so voice work stands out to me a lot.
Example: E3 2017 [scream at 1:05]
The 2017 scream sounds like more of a slow gritty, grinding, and penetrating pain. I think I want to attribute that mostly to the voice actress delivering the scream in a lower pitch compared to that we hear in more recent media. It invokes imagery of someone screaming through their teeth. The overall tone is someone familiar with this pain, finds it towards the upper limits of their pain threshold, and is in a way willingly accepting it. It reminds me of scenes in movies where characters have to do things like fix their own dislocated shoulder.
E3 2018 [scream at 2:29]
The 2018 scream is sudden, sharp, high pitched and followed with a brief gasp. This evokes shock and agony, and works a lot in the sense that this is pain the character isn't familiar with. It's arguably appropriate for this portion of the game, opening section where Miriam announces to the player that she has completely forgotten what this sensation feels like. However, as we play through the demo, the scream remains unchanged.
The early tone of the game just seemed a little darker and more brutal. For the most part, I think maybe the focus was on gameplay before they got tone and lighting and what not locked down. The most recent trailer is promising and seems to have addressed much of the criticism and corrected the bulk. Voice acting is just what I feel most unsure of in this game. I'm not very fond of Miriam's voice. Her voice actress, Erica Lindbeck
, does fine in Soul Calibur VI and Tales of Berseria with an American accent, but her accent here feels rather inauthentic and inconsistent. Also, I had high hopes for Dave Hayter, but I'm seriously questioning his vocal range at this point. Alfred's voice itself isn't terrible, but his performance in his appearance in the demo was just bad.
As for the rest of the voice acting I've heard so far, I'm very pleased. Save for Lindsay, not sure what's going on with Lindsay. How do you folks feel this aspect of the game is panning out?
So, onto the thing that inspired this thread. While playing through the backer demo, I noticed there was a large difference in Miriam's scream when absorbing a shard when compared to what I heard in IGN's E3 video from 2017. This is a bit late because the change was present in their 2018 E3 video, but I guess I didn't really notice it in a big way until recently playing through again. It's not a very original opinion to say some of the content we saw and heard early on was preferable to what was in the most recent demo. For some reason, this stands out to me though. I know it's all personal preference and for everyone who likes what they heard in 2017 there's another person who prefers what we got in 2018. I know I probably sound like an obsessed weirdo, but I just work with audio a lot for my job so voice work stands out to me a lot.
Example: E3 2017 [scream at 1:05]
The 2017 scream sounds like more of a slow gritty, grinding, and penetrating pain. I think I want to attribute that mostly to the voice actress delivering the scream in a lower pitch compared to that we hear in more recent media. It invokes imagery of someone screaming through their teeth. The overall tone is someone familiar with this pain, finds it towards the upper limits of their pain threshold, and is in a way willingly accepting it. It reminds me of scenes in movies where characters have to do things like fix their own dislocated shoulder.
E3 2018 [scream at 2:29]
The 2018 scream is sudden, sharp, high pitched and followed with a brief gasp. This evokes shock and agony, and works a lot in the sense that this is pain the character isn't familiar with. It's arguably appropriate for this portion of the game, opening section where Miriam announces to the player that she has completely forgotten what this sensation feels like. However, as we play through the demo, the scream remains unchanged.
The early tone of the game just seemed a little darker and more brutal. For the most part, I think maybe the focus was on gameplay before they got tone and lighting and what not locked down. The most recent trailer is promising and seems to have addressed much of the criticism and corrected the bulk. Voice acting is just what I feel most unsure of in this game. I'm not very fond of Miriam's voice. Her voice actress, Erica Lindbeck
, does fine in Soul Calibur VI and Tales of Berseria with an American accent, but her accent here feels rather inauthentic and inconsistent. Also, I had high hopes for Dave Hayter, but I'm seriously questioning his vocal range at this point. Alfred's voice itself isn't terrible, but his performance in his appearance in the demo was just bad.
As for the rest of the voice acting I've heard so far, I'm very pleased. Save for Lindsay, not sure what's going on with Lindsay. How do you folks feel this aspect of the game is panning out?