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	<title>Comments on: Grim Fandango, Year 1</title>
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	<description>Intelligent discussion of video games</description>
	<pubDate>Tue, 06 Jan 2009 01:36:28 +0000</pubDate>
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		<title>By: Dan Bruno</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F07%2Fgrim-fandango-1%2F%23comment-741&amp;seed_title=Grim+Fandango%2C+Year+1/comment-page-1/#comment-741</link>
		<dc:creator>Dan Bruno</dc:creator>
		<pubDate>Mon, 28 Jul 2008 20:39:47 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=183#comment-741</guid>
		<description>Ben and Tom: Good points -- voice acting is certainly a specialized field distinct from screen/stage acting, and budget problems are a real concern. I'm not sure why I brought up the point about chronology, since that's clearly a red herring -- while video games (and anime) have a long tradition of crappy VO, American cartoons, even as far back as the 30s and 40s, didn't have that problem. If developers are willing to spend the time and money to get the right people, there's no reason game VO should sound the way it too often does.

Brad and Sparky: I'm glad you brought up the points about culture, as that's something I meant to talk about. There are a few tried-and-true thematic areas that games feel comfortable in -- the Orwellian dystopia, the swords and sorcery fantasy world, the gritty war-torn future -- and &lt;em&gt;Fandango&lt;/em&gt; really stands out for avoiding all that. It's such a quirky blend of influences, too -- film noir, Art Deco, Aztec mythology, etc. In a lot of ways it's a refreshing break from the standard "relentlessly white" games.</description>
		<content:encoded><![CDATA[<p>Ben and Tom: Good points &#8212; voice acting is certainly a specialized field distinct from screen/stage acting, and budget problems are a real concern. I&#8217;m not sure why I brought up the point about chronology, since that&#8217;s clearly a red herring &#8212; while video games (and anime) have a long tradition of crappy VO, American cartoons, even as far back as the 30s and 40s, didn&#8217;t have that problem. If developers are willing to spend the time and money to get the right people, there&#8217;s no reason game VO should sound the way it too often does.</p>
<p>Brad and Sparky: I&#8217;m glad you brought up the points about culture, as that&#8217;s something I meant to talk about. There are a few tried-and-true thematic areas that games feel comfortable in &#8212; the Orwellian dystopia, the swords and sorcery fantasy world, the gritty war-torn future &#8212; and <em>Fandango</em> really stands out for avoiding all that. It&#8217;s such a quirky blend of influences, too &#8212; film noir, Art Deco, Aztec mythology, etc. In a lot of ways it&#8217;s a refreshing break from the standard &#8220;relentlessly white&#8221; games.</p>
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		<title>By: Tom Armitage</title>
		<link>http://cruiseelroy.net/feeder/?FeederAction=clicked&amp;feed=Comments+on+Articles+%28RSS2%29&amp;seed=http%3A%2F%2Fcruiseelroy.net%2F2008%2F07%2Fgrim-fandango-1%2F%23comment-737&amp;seed_title=Grim+Fandango%2C+Year+1/comment-page-1/#comment-737</link>
		<dc:creator>Tom Armitage</dc:creator>
		<pubDate>Mon, 28 Jul 2008 08:43:51 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=183#comment-737</guid>
		<description>Is this a problem with VO work in general, though? VO acting isn't the same as screen acting, and some of the best VO actors aren't as successful as screen actors (if they even appear in front of camera at all). For a long while, much non-big-screen animation had lousy VO work too; look at many anime dubs, for instance. Again, it felt the same: translation issues aside, most dubbed anime was of lousy standards and anything remotely of quality was lauded with praise, much as you describe &lt;i&gt;Grim Fandango&lt;/i&gt;.

It's interesting to see also that a lot of the best VO work I've heard hasn't been from big-name actors, but from skilled voice/character actors. The Bioware/Black Isle voicework hinged on quality performances from skillful voice actors; as a result, with casts and directors that really got voicework, not to mention a development budget that acknowledged the important of voicework, they got some great results. &lt;i&gt;Fallout&lt;/i&gt; is certainly of a similar era to &lt;i&gt;Grim Fandango&lt;/i&gt;, and again, features excellent voicework. It's not about the biggest name actors, either - whilst &lt;i&gt;GTA&lt;/i&gt; has got good performances from its name actors, other games have failed miserably; see Freddie Prinze Jr's performance in &lt;i&gt;Final Fantasy X&lt;/i&gt; for one example - a lousy performance combined with a weak script. VO work requires different skills, it seems.

So perhaps the problem is with the quality that's been "acceptable" for low-budget voicework - the kind of budgets only applied to cheap dubs for cartoons and anime, or the maximum that some games were willing to spend on voice talent.</description>
		<content:encoded><![CDATA[<p>Is this a problem with VO work in general, though? VO acting isn&#8217;t the same as screen acting, and some of the best VO actors aren&#8217;t as successful as screen actors (if they even appear in front of camera at all). For a long while, much non-big-screen animation had lousy VO work too; look at many anime dubs, for instance. Again, it felt the same: translation issues aside, most dubbed anime was of lousy standards and anything remotely of quality was lauded with praise, much as you describe <i>Grim Fandango</i>.</p>
<p>It&#8217;s interesting to see also that a lot of the best VO work I&#8217;ve heard hasn&#8217;t been from big-name actors, but from skilled voice/character actors. The Bioware/Black Isle voicework hinged on quality performances from skillful voice actors; as a result, with casts and directors that really got voicework, not to mention a development budget that acknowledged the important of voicework, they got some great results. <i>Fallout</i> is certainly of a similar era to <i>Grim Fandango</i>, and again, features excellent voicework. It&#8217;s not about the biggest name actors, either - whilst <i>GTA</i> has got good performances from its name actors, other games have failed miserably; see Freddie Prinze Jr&#8217;s performance in <i>Final Fantasy X</i> for one example - a lousy performance combined with a weak script. VO work requires different skills, it seems.</p>
<p>So perhaps the problem is with the quality that&#8217;s been &#8220;acceptable&#8221; for low-budget voicework - the kind of budgets only applied to cheap dubs for cartoons and anime, or the maximum that some games were willing to spend on voice talent.</p>
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		<title>By: Sparky Clarkson</title>
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		<dc:creator>Sparky Clarkson</dc:creator>
		<pubDate>Mon, 28 Jul 2008 03:32:59 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=183#comment-735</guid>
		<description>In the forums, I've noticed a number of people talking about how they have to think "like an adventure gamer" to solve problems. Conventions of this kind are definitely a double-edged sword. For the experienced adventure gamer, they contribute to a feeling of skill and accomplishment, but, as Ben discovered, they have a way of shutting the novice out. I played a ton of adventure games myself back in the day, but I found the "adventure gamer" way of thinking off-putting in some of the puzzles in Grim Fandango.

I agree on the voice acting, but what was really refreshing for me was to play a game based on Mayan and Aztec symbols. Japanese and Western devs have freely slopped Shinto and Judeo-Christian myths onto any game with functioning code, so it's really pleasant to play something different.</description>
		<content:encoded><![CDATA[<p>In the forums, I&#8217;ve noticed a number of people talking about how they have to think &#8220;like an adventure gamer&#8221; to solve problems. Conventions of this kind are definitely a double-edged sword. For the experienced adventure gamer, they contribute to a feeling of skill and accomplishment, but, as Ben discovered, they have a way of shutting the novice out. I played a ton of adventure games myself back in the day, but I found the &#8220;adventure gamer&#8221; way of thinking off-putting in some of the puzzles in Grim Fandango.</p>
<p>I agree on the voice acting, but what was really refreshing for me was to play a game based on Mayan and Aztec symbols. Japanese and Western devs have freely slopped Shinto and Judeo-Christian myths onto any game with functioning code, so it&#8217;s really pleasant to play something different.</p>
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		<title>By: Brad</title>
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		<dc:creator>Brad</dc:creator>
		<pubDate>Mon, 28 Jul 2008 01:03:20 +0000</pubDate>
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		<description>I was interested in playing this but I remember not finishing Grim Fandango the first time around, mainly because I had completely tired of the old adventure game puzzle guesswork. The voice acting and music and art direction were certainly good, but not enough to make me force my way through it. 

I think they picked a very good theme and culture to wrap the game around and it added a lot of character. Most games are relentlessly white.</description>
		<content:encoded><![CDATA[<p>I was interested in playing this but I remember not finishing Grim Fandango the first time around, mainly because I had completely tired of the old adventure game puzzle guesswork. The voice acting and music and art direction were certainly good, but not enough to make me force my way through it. </p>
<p>I think they picked a very good theme and culture to wrap the game around and it added a lot of character. Most games are relentlessly white.</p>
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		<title>By: Ben Abraham</title>
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		<dc:creator>Ben Abraham</dc:creator>
		<pubDate>Mon, 28 Jul 2008 00:58:21 +0000</pubDate>
		<guid isPermaLink="false">http://cruiseelroy.net/?p=183#comment-733</guid>
		<description>You are so very right about the voice acting - why *are* our standards so low? Oh wait it's because the audio/sound department gets the sloppy seconds of the ultra-bump-mapped specular shiny-shine-o-matic terrain generator 3000 that is the graphics engine. We can but hope...</description>
		<content:encoded><![CDATA[<p>You are so very right about the voice acting - why *are* our standards so low? Oh wait it&#8217;s because the audio/sound department gets the sloppy seconds of the ultra-bump-mapped specular shiny-shine-o-matic terrain generator 3000 that is the graphics engine. We can but hope&#8230;</p>
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