Do you think Zelda U should be fully voice acted? | |||
| Yes | 233 | 45.24% | |
| No | 282 | 54.76% | |
| Total: | 515 | ||
| Ezquimacore said: look |
For a fan dub that's actually really good; recording tech holds it back. Groose is weird but then again he himself is actually an oddity soooo :P
Obviously, voicing Link is a choice I don't agree with but hey, they didn't do half bad with it.
Edit: Second listen on some other parts: Zelda's voice is a bit...shrill in the sad parts. Of course, that's one of the hardest of all the various emotional states to act out. So for a fan dub, the effort is still fairly solid.
| Ezquimacore said: look |
Man, every single dialogue box sure took about twice as long to be read aloud as it took to be filled in with text! You could get through this scene in like half the time if you chose to cut off the voice acting early!
Excellent find.

| the_dengle said: Well, I disagree. Voice acting does not affect flow or pacing. Toggling between voice acting and no voice acting would impede the flow. Synchronization between what you see and what you hear doesn't make any difference at all except to "immersion." This so-called "stop and go effect" doesn't hamper anything. It gives the player the power to control the pace of the scene, and many games with voice acting still give the player this power (see: Xenoblade). You really say it's not just immersion and then go on to describe how much more immersive voice acting is. The objective reason you give is a simple facet of the style which you describe as a problem. To be clear, this is a not an objective problem with the game. This is a subjective problem you have with the game. |
Of course it does. The player shouldn't have the choice to control the pace of the scene. This isn't a book. It's a visual piece of media. The scene should control the pace of the scene. Text isn't put in games to control anything but the time you have to read before the next segmented and butchered peice of cutscene. It works completely against the flow flow of the scene. That's an objective flaw due to lack of scenic connectedness, flow, and cohesion. That's all destroyed due to concession made for the lack of voice acting. There's nothing in a game without voice acting that will ever be able to succeed in story telling the way games like TLOU has done, because they don't have the tools to do it. To simplify what those games to just being "immersive" completely disregards all the technical and completely objective decisions made to accomplish it, all starting with the choice to use voice acting.
Zelda has no reason to have voice acting as it's done in Xenoblade. The only times you get to "control the pace of the cutscenes" in those games are in places where there is text, and the cutscenes suffer from a dramatic drop in quality.
The obvective reason I give is not just a facet, but an outright flaw, of the style. It is an objective problem with the game. The flaw creates real, tangible, and severely quality deteriorating limitations to the way the game can, at its best, tell its story.
No thanks. I'll pass.
Not every game needs VA, and honestly, some games, it gets annoying or somewhat ruins the experience.
For example: Mario games were much cooler before I had to hear him turn from a New York plumber into a silly Italian guy, yelling "Wahoo!" all the time. I love most of the Mario games where he has VA, don't get me wrong. But that silly fucking voice didn't add anything of value to Mario or his games.
Link is absolutely fine silent. I'd like him to stay that way.
| DevilRising said: No thanks. I'll pass. Not every game needs VA, and honestly, some games, it gets annoying or somewhat ruins the experience. For example: Mario games were much cooler before I had to hear him turn from a New York plumber into a silly Italian guy, yelling "Wahoo!" all the time. I love most of the Mario games where he has VA, don't get me wrong. But that silly fucking voice didn't add anything of value to Mario or his games. Link is absolutely fine silent. I'd like him to stay that way. |
Myself and the OP agree concerning Link. He is, after all, a player avatar. The idea is Metroid Prime 3 style: voice acting around him, not of him.
Nintendo does not prefer full voice acting. And especially for Zelda, because they modify scripts until last time(read Iwata asks). It is a absolutely same reason that Nintendo doesn't like pre-rendered movie.
| DevilRising said: No thanks. I'll pass. Not every game needs VA, and honestly, some games, it gets annoying or somewhat ruins the experience. For example: Mario games were much cooler before I had to hear him turn from a New York plumber into a silly Italian guy, yelling "Wahoo!" all the time. I love most of the Mario games where he has VA, don't get me wrong. But that silly fucking voice didn't add anything of value to Mario or his games. Link is absolutely fine silent. I'd like him to stay that way. |
That isn't really relevent to my voice acting claim, though. It's either Mario says here we go, or he says nothing at all. That's not what I'm arguing. If Nintendo elected to, instead of having Mario say "here we go," a text bubble appeared over his head reading "Here we go!" then I'd have a problem.
I hate that Sonic speaks. I hate that Sonic games have any real plot. I think the next Sonic game should have him mostly silent just like Mario. That doesn't mean I think that VA ruined Sonic. Sonic's annoying personality portayed by the things he says and the nature of his scenarios ruins Sonic. I just want him to shut up, give me a rude look, and run.
| Nuvendil said: Myself and the OP agree concerning Link. He is, after all, a player avatar. The idea is Metroid Prime 3 style: voice acting around him, not of him. |
Well I don't really consider him an avatar. I just think he's a quiet kid.
spemanig said:
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Eh, either way. I consider him an avatar since you can, after all, name him. And the name Link does come from him being an avatar (your "link" to the world of the game).