So yeah, admittedly this is a pretty good argument for replacing actors. This is similar to how stage actors need to speak loudly and make big, unatural body movements during performances so that audiences can better understand what's going on from a distance (this overblown method of acting, by the way, even carried over into early films before more subdued, naturalistic performances became the norm). Everything needed to be verbalized and exaggerated for effect.
Because of this, no character could simply scowl to show anger, give a subtle look to show love, or even frown to express sadness. In the original Metal Gear Solid, for example, none of the characters even had faces they were just a blur of motionless pixels which vaguely implied a face. In the old days video game graphics weren't polished enough for characters to express emotion through their faces alone so the dialogue often needed to be over explanatory and overdone to get the point across. A Serious Voice for a Serious Game?Ī popular reasoning for the voice change, among both fans and Kojima, is that with the new graphics available, no longer are over-the-top voice actors required. Snake/The Boss (right) being informed that David Hayter is yesterdays news. Kiefer Sutherland (left) having the Metal Gear plot explained to him. And my question is: If they were barely going to have Snake speak, then why not just bring back David Hayter-the voice actor who the fans already know, love, and whose voice has defined the character(s) for the last 17 years? After all, how much damage could his voice do to the plot if it's rarely even heard? And how much could Kiefer's voice have helped? However, I'm the one writing this so it's my questions that count. And I don't have much of a defense for it.
Which probably leads the reader to ask: Then why do you seem so pee'd off? It wouldn't matter anyway if Hayter were there!
#Metal gear solid v the phantom pain snake series
So, granted, even if Hayter had reprised his iconic part in the series (and the script were the same), we would've actually rarely heard him speak. ever (unless you count the MSX2 and NES days, when no one spoke). The end result turns out to be that we have the first nearly mute Snake since, well. The cutscenes in the game have been snipped to almost nothing, Snake hardly talks during the scenes that are there, and the codec is completely non-existent for the first time ever (there is a radio that you can call, but Snake never engages in conversations with it). With all this hoopla over Snakes voice, the buckets of money they must've spent on getting an A-list celebrity in to do it, we barely even hear the guy utter a peep. Speaking of Kiefer's Voice - Why Don't We Ever Hear It? Which seems odd considering the previously mentioned quotes by Kojima. Merely his facial movements as he spoke (which, honestly, didn't appear to be that special). In the end, what was really left of Sutherland's facial capture work? Neither his face, body, or expressions wound up looking anything like the character he was portraying. And, ironically, his reasoning for Snake not looking like Kiefer is because players already have a pre-established idea of how Snake has looked over the years but what about how he's sounded since 1998? So in one moment Kojima mentions how a real actor (as oppose to a voice actor) was needed to express emotions through his facial gestures, and in the next he's explaining that they had five or six different people in there to act as the model for Snake. Snake's face does not look like Kiefer's." So, instead, we needed to use a CG model of Snake as a base and blend 5 or 6 different people's faces on top of that to add realism. The reason is that fans have known Snake for over 25 years, and he has an established look. However, I couldn't go that far with Snake. That would involve making a 3D scan of the actor's face, then capturing that actor's facial and vocal performance, along with their body movements and applying all of that to the character. " Honestly, I wanted to capture the looks, voice, facial expressions, and movements all from a single actor.