You've got to be joking. That's an abomination! I reckon a dumb-sounding, well-loved comedian should play Rapp, in a similar way to the persona Wally Wingert played Herman Toothrot in Escape (but obviously without the toothless old hermit bit). I hope you know what I mean.
A lot more. In MI1, you have the brief cutscenes plus the few lines that he can utter while Guybrush is in his quarters (and ofc the few he had at the end). In MI2, you have the cutscenes, then quite a few in chapter 3 and a lot in the showdown.
You've got to be joking. That's an abomination! I reckon a dumb-sounding, well-loved comedian should play Rapp, in a similar way to the persona Wally Wingert played Herman Toothrot in Escape (but obviously without the toothless old hermit bit). I hope you know what I mean.
In regards to LeChuck, I hope Earl Boen does the voice again as he has done it long enough to really know just what feeling to convey through the character and his voice matches perfectly. The only thing that worries me is that while Earl Boen is the best for this job, the Special Edition for the first one made it seem like he was sort of out of it. What I mean is that the parts where LeChuck was meant to be shocked, angered, ect. seemed to be toned down a lot and held back. He said many of the lines too casually to actually give off a feeling of anger or shock.
I felt this way for most of the voice acting in this particular game (SoMISE) as it made it very apparent that they were reading off a script, may have just been me though. Earl Boen however, along with all the other voice actors, was flawless in Tales, especially the last chapter. The voice actors always do a good job, but for the special edition for secret, it just didn't seem as great as it usually is.
You're by no means the only one. The voice acting in SMI:SE was flat a pancake. Whether that was due to lacklustre effort from all the voice actors or bad voice directing remains to be seen, but I'm willing to bet the latter.
I'd say it's a combination of poor directing and the fact that the lines had to match the speed of the subtitles. Even if you speed them up, they're gonnan sound a little weird.
You're by no means the only one. The voice acting in SMI:SE was flat a pancake. Whether that was due to lacklustre effort from all the voice actors or bad voice directing remains to be seen, but I'm willing to bet the latter.
I think it's a good deal more likely that the script itself doesn't lend itself as well to voiced lines as it does to being read. The lines were written, at the time, with the intention of being read in colored words on screen, rather than heard by people who actually speak.
So basically we have, for one, a system that sees things in terms of sound bites per chunk of text on screen(hence the pauses between sentences being influenced by the speed of the text going by), and we have huge chunks of text to begin with.
One of the limitations regarding the voice acting was the imposed length of time between lines from the original game. It caused unrealistic gaps in the speech that they probably couldn't do anything about. Other than Guybrush's hair I loved MI:SE.
One of the limitations regarding the voice acting was the imposed length of time between lines from the original game. It caused unrealistic gaps in the speech that they probably couldn't do anything about. Other than Guybrush's hair I loved MI:SE.
You can make that go away just by switching back to the original game and speeding up the subtitles with = and - buttons.
I just had a thought- If MI2SE is going to be released on PSN, does that mean that they will use the new motion controller that has just been announced at GDC? And will it just be PS3 PSN or for the PSP as well?
Huzzah! Now I can finally go to bed after obsessively refreshing the Lucasarts Twitter page for the past two hours!
Though I'm not sure what to make of 'new puzzles, new enemies, new hair' though... does this mean they're adding in extra parts/characters that weren't in the original?
More than likely it'll be released through the same venues as SMI:SE (Direct2Drive, Steam, and possibly, if you believe the rumours, TellTale's store. As well as the already obvious PSN, iPhone, and XBLA console options).
You're by no means the only one. The voice acting in SMI:SE was flat a pancake. Whether that was due to lacklustre effort from all the voice actors or bad voice directing remains to be seen, but I'm willing to bet the latter.
I'd say (and have said) that the voice direction is surely to blame. It was really awfully done. I actually couldn't play through the game simply because this bothered me so much (and some of the voices were just flat out wrong). In fact, I was hoping to have an option to turn voices off!
I think part of it was the technical approach they took to dealing with the dialog. Ideally when you have connected dialog (particularly when the same character has two lines in a row), you'd have the actor say the lines continually and naturally (though possibly encourage them to keep each line distinct). In this case they seemed to attempting to record each line individually - no connection at all. There's no good reason for this - although individual lines can be skipped, speed of dialog could be changed, they could just record the dialog in a way that it flowed naturally and then chop it up later. Instead it was stunted, unnatural, and just...just awful.
Sorry, I'm a little bit of a voiceover aficionado.
Sorry, I'm a little bit of a voiceover aficionado.
Wow, that sounds nerdy.
Anyway, I'm hopeful that they've done a better job on this on the second game. They seem to have taken the criticism about the character design in SOMI:SE to heart, and it's looking really good (if not perfect) in the second game. Voice acting problems was another common criticism, so hopefully they heard the message on that as well.
Comments
You've got to be joking. That's an abomination! I reckon a dumb-sounding, well-loved comedian should play Rapp, in a similar way to the persona Wally Wingert played Herman Toothrot in Escape (but obviously without the toothless old hermit bit). I hope you know what I mean.
A lot more. In MI1, you have the brief cutscenes plus the few lines that he can utter while Guybrush is in his quarters (and ofc the few he had at the end). In MI2, you have the cutscenes, then quite a few in chapter 3 and a lot in the showdown.
I just said him cos hes bald
You're by no means the only one. The voice acting in SMI:SE was flat a pancake. Whether that was due to lacklustre effort from all the voice actors or bad voice directing remains to be seen, but I'm willing to bet the latter.
So basically we have, for one, a system that sees things in terms of sound bites per chunk of text on screen(hence the pauses between sentences being influenced by the speed of the text going by), and we have huge chunks of text to begin with.
You can make that go away just by switching back to the original game and speeding up the subtitles with = and - buttons.
"T-minus 2 hours. So much work left to be done..."
well it looks like I won't know till first thing tomorrow morning what their planning as its late here so hope its worth it
"Huge fan? Near GDC RIGHT NOW? Tell me why you are our biggest fan!" from Twitter @lucasartsgames
It looks like they need some huge fans around GDC RIGHT NOW to help them getting ready in time for something (but eh.. something what? :rolleyes:)
about 1 hours ago via Echofon"
quick someone on a laptop whos on this page and at GDC go there so we can find out if there making MI2:LR:SE
Though I'm not sure what to make of 'new puzzles, new enemies, new hair' though... does this mean they're adding in extra parts/characters that weren't in the original?
And another interesting bit of info from the LucasArts' twitter feed - voice will be available in both classic & new modes.
http://www.joystiq.com/photos/money-island-2-special-edition-lechucks-revenge/#2790042
theres now an official site, love that lechuck animation if u wait around abit. good to hear earl boen
Special Edition Elaine scares me in that shot...
I should consider getting it for my xbox this time
I'd say (and have said) that the voice direction is surely to blame. It was really awfully done. I actually couldn't play through the game simply because this bothered me so much (and some of the voices were just flat out wrong). In fact, I was hoping to have an option to turn voices off!
I think part of it was the technical approach they took to dealing with the dialog. Ideally when you have connected dialog (particularly when the same character has two lines in a row), you'd have the actor say the lines continually and naturally (though possibly encourage them to keep each line distinct). In this case they seemed to attempting to record each line individually - no connection at all. There's no good reason for this - although individual lines can be skipped, speed of dialog could be changed, they could just record the dialog in a way that it flowed naturally and then chop it up later. Instead it was stunted, unnatural, and just...just awful.
Sorry, I'm a little bit of a voiceover aficionado.
Wow, that sounds nerdy.
Anyway, I'm hopeful that they've done a better job on this on the second game. They seem to have taken the criticism about the character design in SOMI:SE to heart, and it's looking really good (if not perfect) in the second game. Voice acting problems was another common criticism, so hopefully they heard the message on that as well.