Journal of Interdisciplinary Voice Studies - 1-2: Playing with Voice: Listening for Audio-Visual Expressions and Representations of Voice, Vocality and Speech Acts in Games, Nov 2024
1-2: Playing with Voice: Listening for Audio-Visual Expressions and Representations of Voice, Vocality and Speech Acts in Games, Nov 2024
- Editorial
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Playing with voice: Listening for audio-visual expressions and representations of voice, vocality and speech acts in games
show More to view fulltext, buy and share links for:Playing with voice: Listening for audio-visual expressions and representations of voice, vocality and speech acts in games show Less to hide fulltext, buy and share links for: Playing with voice: Listening for audio-visual expressions and representations of voice, vocality and speech acts in gamesAuthors: Kate Galloway and Janine Anne BowerThis editorial provides an overview and background of the different ways in which voice, vocality and forms of vocal expression function in the sonic environment, narrative, character development and worldbuilding in games across a wide range of game genres and communities of play. The authors introduce and sketch out a selection of key terms and approaches that unite the articles curated for this Special Issue, drawing on additional examples of other games not addressed by the authors that are in dialogue with the themes collectively addressed in the volume.
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- Articles
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Engaging with abstract and realistic representations of voices in video games
show More to view fulltext, buy and share links for:Engaging with abstract and realistic representations of voices in video games show Less to hide fulltext, buy and share links for: Engaging with abstract and realistic representations of voices in video gamesVideo games represent characters’ voices using sounds that range from highly realistic (for instance, voice-acted dialogue with comprehensible linguistic meaning) to very abstract (for instance, ‘beep speech’), as well as a variety of sounds in between. In this article, I establish a broad framework in which to consider representations of voices in video games that involve sound. I draw on Brian Kane’s model of voice, which conceptualizes voice in terms of statement, sound and site of emission, and I identify several qualities of sounds that can cast representations of voices as relatively realistic or relatively abstract. I propose that realistic qualities in these sounds may suggest to players that they can engage with a related aspect of voice fairly realistically, through sound, whereas abstract qualities can suggest that any engagement with that aspect of voice should also or primarily involve text, other visuals and/or internal imaginative imagery. To consider some ways in which this may be the case, I explore several brief examples from a variety of games as well as a deeper case study of representations of voices in the game Pyre (Supergiant Games 2017).
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Grunty’s garbled grunting: Queer vocality and the lyrical gibberish of Banjo-Kazooie
show More to view fulltext, buy and share links for:Grunty’s garbled grunting: Queer vocality and the lyrical gibberish of Banjo-Kazooie show Less to hide fulltext, buy and share links for: Grunty’s garbled grunting: Queer vocality and the lyrical gibberish of Banjo-KazooieThis article examines the Nintendo 64 video game Banjo-Kazooie and its unique approach to vocalization, wherein designers chopped and rearranged sound samples into abstract, nonsensical grunts to represent character dialogue. Drawing upon queer and lyric theory, I argue that what at first seems like slapdash gobbledygook is in fact deeply poetic in nature, with the method used to disassemble and reassemble the sound samples ensuring they retained their metrical qualities. The resulting language, with its blend of poetic metre and abstract speech, engenders an unruly and distinctly queer sensation of vocality that allows us to imagine, or more aptly to hear, the possibility of new aural futures in gaming.
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Welsh voices and the magical localization
show More to view fulltext, buy and share links for:Welsh voices and the magical localization show Less to hide fulltext, buy and share links for: Welsh voices and the magical localizationWhilst Welsh voices are used consistently within western film and television to denote Wales, across diverse multimedia spaces like Star Trek: Discovery (2017) and The Last Kingdom (2015), Welshness appears othered and fixed in the ‘magical’ in video games. English localizations of Japanese video games use Welsh voices and accents to encourage a connection with these magical spaces, and Celtic fetishized histories, for players who can identify this accent – which is primarily British audiences. This article highlights the impact of Welsh voices in signifying the mythological and magical game world across a combination of accent, language and music. I identify how Welsh voices are used in these spaces where other ludomusicology scholarship often does not acknowledge language and accent when discussing aural and sonic elements of video games, specifically focusing on localizations of Japanese role-playing games so consistently by analysing games such as Ni No Kuni, Xenoblade Chronicles 2 and 3, and Elden Ring.
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The migrant’s voice between agency and authenticity in Path Out
show More to view fulltext, buy and share links for:The migrant’s voice between agency and authenticity in Path Out show Less to hide fulltext, buy and share links for: The migrant’s voice between agency and authenticity in Path OutIn this article, I analyse the free-to-play RPG Path Out (2017), which includes video commentary from the migrant whose story the game is based on, to examine the performance and politics of encountering ‘the migrant’s voice’ in a gameplay setting. First, I discuss the tendency in migration scholarship to ascribe agency to any instance of migrants speaking about their conditions and the importance of accounting for the process of mediation in evaluating whether or how migrants are able to speak out. Second, I consider the importance of performing authenticity for migrants to be taken seriously when telling their story. By analysing how Path Out replicates yet undermines these two tendencies, I argue that the video commentaries within the game turn out to be a lot more ambivalent than merely an opportunity to provide ‘a voice to the migrant’.
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The lament[s] of the (post)human: Existential voice and/in NieR: Automata (2017)1
show More to view fulltext, buy and share links for:The lament[s] of the (post)human: Existential voice and/in NieR: Automata (2017)1 show Less to hide fulltext, buy and share links for: The lament[s] of the (post)human: Existential voice and/in NieR: Automata (2017)1Theories of voice have almost exclusively focused on the human voice, generally ignoring or only very briefly accounting for other, nonhuman voices. In this article, I am interested in the voice outside of the assumed (and strictly) human – simply put, posthuman voices. I use these posthuman voices to address a larger phenomenon: that of existentialism in popular culture. What I call the ‘existential voice’ – a voice rooted in song and creation as a way of positioning selfhood within the world – has permeated science fiction since its literary inception with Mary Shelley’s Frankenstein (1818). In more recent years, the topic of overt existentialism has become a recurring and increasingly common trope in various screen media, such as Blade Runner (1982, 2017), Ghost in the Shell (1995, 2017) and Rick and Morty (2013–present). In this article, I examine the use of the posthuman existential voice in postmillennial popular media. Drawing from voice studies, feminist posthuman studies and existential philosophies, I focus on the voices heard in PlatinumGames’s NieR: Automata (2017) to examine how the ‘existential voice’ is employed in the gameworld. In NieR: Automata, we have entered a truly posthuman, post-Anthropocene world, wherein androids and robots vie for and question their existence. I demonstrate how the many voices in this game play a critical role in addressing the game’s overtly existential narrative. I conclude my article with a consideration of the ethics bound up in posthuman existential voices.
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- Voicings
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The singing protagonist: Voice and identity in Transistor (2014) and Wandersong (2018)
show More to view fulltext, buy and share links for:The singing protagonist: Voice and identity in Transistor (2014) and Wandersong (2018) show Less to hide fulltext, buy and share links for: The singing protagonist: Voice and identity in Transistor (2014) and Wandersong (2018)The first human singing voice in a video game appeared in 1987 with Psycho Soldier. Singing is now prevalent across game genres with an abundance of playable and non-playable singers among ensemble character casts. Curiously, few games feature the singer as sole playable character (PC) and, rarer still, vocal capabilities as part of gameplay. Two games, Transistor (2014) and Wandersong (2018), occupy a novel space featuring singer PCs whose voices are central to the plot, albeit in contrasting ways. In this practice-research article, I examine how these games, while varying in genre and gameplay, establish their PCs as singers through narrative, ludic and musical elements. I begin by drawing from voice studies to establish a singer’s identity through primary and secondary characteristics. After laying the foundation to a protagonist’s core personality, I suggest narrative, ludic and musical elements that should be present to build the singer’s identity. After expanding upon the elements, I apply them as they pertain to the aforementioned games and how the games approach their respective protagonists. Through these case studies, I offer a model for the potential of using the singing voice as part of character’s core, gameplay, how a game overall may handle its vocal virtuoso.
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‘How liberating it is to leave the past behind’: Perceiving authenticity in the vocal performances of Assassin’s Creed: Origins
show More to view fulltext, buy and share links for:‘How liberating it is to leave the past behind’: Perceiving authenticity in the vocal performances of Assassin’s Creed: Origins show Less to hide fulltext, buy and share links for: ‘How liberating it is to leave the past behind’: Perceiving authenticity in the vocal performances of Assassin’s Creed: OriginsVideo game worlds and play often allow us to engage with fictionalized versions of ‘real life’ history. Historically relevant games with complex narratives like those in the Assassin’s Creed franchise invite players to imagine not only what ancient history was like overall, but crucially, what it might have sounded like. For the franchise’s 2017 title, Assassin’s Creed: Origins, the designers endeavoured to develop the target accents and language used by the characters we encounter in the game authentically, and researched as much as they could about the linguistic backdrop of the game’s Ancient Egyptian setting. In this article, I address the challenging complexities involved in determining what kind of authenticity can even be built into a historical narrative like AC Origins through the use of vocal performance. I build on the work of Stephanie Lind (2023), to similarly problematize the use of the term ‘authenticity’ as it applies to vocal performances within video game worlds, and address how deeply subjective and contextually dependent the design and reception of those vocals can become.
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Press space to honk, mash Circle/B to meow: Species-specific voicing and the non-human animal avatar in Untitled Goose Game and Stray
show More to view fulltext, buy and share links for:Press space to honk, mash Circle/B to meow: Species-specific voicing and the non-human animal avatar in Untitled Goose Game and Stray show Less to hide fulltext, buy and share links for: Press space to honk, mash Circle/B to meow: Species-specific voicing and the non-human animal avatar in Untitled Goose Game and StrayThis piece elucidates modes of embodying non-human animal avatars, experimenting with the alternative vocalities afforded to me as a player by the sound design that enrich my embodied imaginative play as I play as, relate to, and imagine my corporeality as I play characters beyond the human. Drawing from ethnographic gameplay, I use the non-human main characters of two games that I refer to animal avatar games: Untitled Goose Game where you play as a goose and Stray where you play as a stray cat. These novel avatar identities and the treatment of avatar vocality offer the exploration of novel processes of representation, imagining, embodiment and worldmaking.
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- Book Reviews
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Echo, Amit Pinchevski (2023)
show More to view fulltext, buy and share links for:Echo, Amit Pinchevski (2023) show Less to hide fulltext, buy and share links for: Echo, Amit Pinchevski (2023)By John ShigaReview of: Echo, Amit Pinchevski (2023)
Cambridge, MA: The MIT Press, 232 pp.,
ISBN 978-0-26236-882-7, e-book, $16.99
ISBN 978-0-26254-340-8, p/bk, $16.95
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Queering Vocal Pedagogy, William Sauerland (2022)
show More to view fulltext, buy and share links for:Queering Vocal Pedagogy, William Sauerland (2022) show Less to hide fulltext, buy and share links for: Queering Vocal Pedagogy, William Sauerland (2022)Review of: Queering Vocal Pedagogy, William Sauerland (2022)
Lanham, MD: Rowman & Littlefield Publishers, 282 pp.,
ISBN 978-1-53816-668-0, e-book, £30.00
ISBN 978-1-5381-6667-3, p/bk, £30.00
ISBN 978-1-5381-6666-6, h/bk, £77.00
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