Star Wars: Knights of the Old Republic by Alex Kane
Author:Alex Kane [Kane, Alex]
Language: eng
Format: epub
Tags: Games & Activities, Video & Electronic, Computers, Programming, Games, General
ISBN: 9781940535210
Google: wl6mDwAAQBAJ
Amazon: 1940535212
Goodreads: 36523485
Publisher: Boss Fight Books
Published: 2019-03-09T01:53:57+00:00
VO
With the exception of George Lucas, thereâs one name thatâs appeared in the credits of more Star Wars games than anyone elseâs: Darragh OâFarrell. For more than two decades, heâs been the go-to voice-over (VO) director for Star Wars video game projects, in the LucasArts era and beyond.
OâFarrell was working in animation in Los Angeles, circa â94, when he got wind that LucasArts was on the hunt for a VO director. âThe company could see things were going from floppy disk to CD-ROM,â he says. âAs a film company, they needed to embrace the talent side of things a little bit more, which is how I ended up starting there.â OâFarrellâs first game was The Dig, a 1995 point-and-click adventure adapted from a story by Steven Spielberg. It starred Robert Patrick, whoâd played the villain in Terminator 2, and featured cutscenes by Lucasfilmâs renowned visual-effects studio, Industrial Light & Magic. âWe were used to doing games that had like 10,000 lines of [recorded] dialogue, when no other company was really doing that at the time,â OâFarrell says.
What made the casting and sound departments at LucasArts unique, compared to other internal teams, was that they worked on all of the publisherâs titles. With Star Wars games, in particular, music and sound design has always been one of the key pillars holding the larger experience together. Knights of the Old Republic would be no different.
âWe did want to have the BioWare DNA of story, and companion characters that you cared about, and choices that had impact,â lead designer James Ohlen recalls. âBut we also knew this: We couldnât do something that was text-heavy like Baldurâs Gate or Neverwinter Nights, because Star Wars is a very cinematic experience. And the fan expectations would be different than Dungeons & Dragons fansâ expectations. Theyâd be less understanding of walls of text and lots of reading, which is why [KotOR] was the first game where all of the non-player characters had full voice-over.â
OâFarrell remembers an early meeting with producer Mike Gallo and project director Casey Hudson, at which point the plan, he says, was still to do what BioWare had done in the pastâa handful of spoken lines per interaction, with the majority of dialogue being displayed in text form. OâFarrell threw out a suggestion: âWhy donât we record the whole thing?â
Gallo and Hudson exchanged glances.
âWe can do that?â said Hudson.
OâFarrell nodded. âAs long as thereâs room on the disc.â He told them heâd work on getting the budget approved; they still had about a year before it would be time to go into the studio.
âIt was one of the most ambitious projects that LucasArts or BioWare had ever attempted,â Gallo says. âI donât think BioWare had fully voiced anything in the same way that we were doing with this game. Certainly not that size. It was a huge budget for us, internally. It was a massive undertaking.â
LucasArts got its moneyâs worth, however. Pull up the IMDb entry on Knights of the Old Republic, and youâll be greeted with a veritable whoâs who of the voice-over industry.
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