Exclusive Insider Look: Unveiling the Secrets Behind Astarion's Creation in Baldur's Gate 3

Exclusive Insider Look: Unveiling the Secrets Behind Astarion's Creation in Baldur's Gate 3

Discover the captivating journey of Neil Newbon as he breathes life into the iconic vampire elf, Astarion, in an exclusive Game Rant interview Gain insights into the immersive experience of playing this beloved character in the highly anticipated Baldur's Gate 3

Baldur's Gate 3 has had a highly successful launch on PC, breaking records and making a significant impact on the gaming industry. It is currently the highest-rated game of 2023, and anticipation is building for its release on other consoles, such as PlayStation 5 and Xbox Series X/S. The game's success is well-deserved, considering the extensive effort put into its development, particularly in the areas of story, character dialogue, and more.

In a recent interview with Game Rant, Neil Newbon, the actor who portrays Astarion in Baldur's Gate 3, discussed the challenges and opportunities of playing a character with numerous story and dialogue possibilities. He also delved into the process of developing Astarion's character and the inclusion of romance within the game. The following transcript has been edited for clarity and brevity.

With the magnitude of this game, how much of it have you been able to experience?

Therefore, in addition to playing the character Astarion, I am also engaged in aspects such as motion capture, body doubling, creature work, combat, stunts, and mocap-related action. Furthermore, I am involved in directing. As a result, I decided to play as far as possible in the early access version to fully comprehend the mechanics of the system.

Exclusive Insider Look: Unveiling the Secrets Behind Astarion's Creation in Baldur's Gate 3

After realizing the addictive nature of my gaming habits, I made the conscious decision to abstain from playing any further. I found myself justifying prolonging my gameplay, thinking that I needed to thoroughly test every mechanic, even if I had already familiarized myself with it. This pattern continued to escalate, and by the end of early access, I had to remind myself to stop and question my actions. I had to remind myself that I wanted to experience the game fully when it was officially released, rather than succumbing to my addictive tendencies. Yes, I admit it, I became somewhat obsessed.

Could you please discuss your process and how you get into the mindset of the beloved vampire Elf, Astarion? I am grateful to have Stephen Rooney and Larian as an incredible team. Stephen Rooney, the primary writer for Astarion, is incredibly talented and exceptional.

When I initially auditioned for the character, I had no idea who I was auditioning for. They provided us with 12 different races to choose from, such as Halfling or Dwarf, and the characters were quite generic with generic lines. However, I managed to piece together an idea of what the game might be about. I was filled with excitement and decided to audition for 10 out of the 12 characters, even those that weren't really suitable for me, just so I could be part of the game.

Then, I was asked to do a demo for Astarion's character, but again, they didn't disclose that he was a companion. They simply mentioned that he was a vampire character. I assumed he would be some regular guy, probably a villain who eventually gets killed. That aligned with the roles I had played in my career, so I was fine with it.

During the demo, we had a lot of fun. They provided me with the character's backstory, background information, and some initial ideas and text to work with. I discovered many interesting and captivating aspects of his personality - he was highly intelligent, manipulative, erudite, charming, charismatic, sly, cunning, and had a great sense of humor. He immediately amused me. For the accent, we decided to go with a vague RP (Received Pronunciation) but with high inflection. This gave his voice a varied and dynamic tone compared to the flatness usually associated with RP. The baseline for his voice was that of a posh nobleman, as he was a magistrate and all. I also knew that he was a vampire on the run.

While examining these details, I began to piece together my interpretation of the character. A crucial aspect that stood out to me was his unwavering pursuit of freedom. He yearned to break free from various restraints: the tadpole's control, his pursuers, and the chains of slavery that had haunted him for years. His past experiences had left him deeply scarred, making this quest for liberation even more significant. It was a captivating starting point, rich in intricacies and potential revelations. What intrigued me further was that we were not delving into the traumatic events themselves, but rather the aftermath, where he was on the cusp of newfound freedom, cautiously taking small steps towards it.

What did this desire for freedom truly entail, and how would it manifest? Who were the individuals involved in his journey? These questions pushed me to explore not only the possibilities of this fresh beginning but also to delve into the character's past and flesh out his actions based on who he was before enduring the trauma, spanning back hundreds of years. The sheer depth of material to work with ignited my creativity, allowing me to experiment with various techniques and expand upon his ideas. I eagerly embraced the challenge of embodying his paradoxical nature, showcasing both his vampiric savagery and his innate nobility.

Exclusive Insider Look: Unveiling the Secrets Behind Astarion's Creation in Baldur's Gate 3

Our development process involved constant brainstorming and experimentation. Each session was filled with ideas, as we rearranged and explored different possibilities. To ensure a thorough understanding of my role, I received the relevant scripts in advance. However, due to the extensive length, I didn't receive the entire script. In fact, it was still being written as we progressed. Nevertheless, as I familiarized myself with the lines, it became apparent that these scenes could take place anywhere. The dialogue allowed for a versatile setting, making the scenes adaptable to various locations around the world.

In these lines, I began constructing a portrayal of his life and actions. It was like navigating various perspectives and dynamics, akin to a harlequin. I found this intriguing and decided to incorporate some of these elements. Additionally, there is a stray cat that entered my home. It took time for the cat to trust me, but now I can hold it in my arms. The cat's behavior is reminiscent of how Astarion behaves—seeming affectionate one moment and then lashing out over a minor offense. These little details played a role in my approach, drawing inspiration from feline behavior, method acting, and other techniques. There were numerous aspects we incorporated, and I had four years to delve deeply into this characterization, although we were unaware of it at the time.

Ultimately, it became about exploring the range of character possibilities, supported by talented directors and writers. We were fortunate to work with many exceptional directors at PitStop Productions, although it would be impossible to mention them all. Jason Latino, for instance, is an incredibly talented cinematic director. Terry excels in animation, Greg in motion capture, and Tom, among others. The directors at PitStop were all remarkable, allowing me the freedom to continue pushing boundaries. They would say, "That's crazy, but if you can justify it, go for it." One director, Kirsty Gilmore, deserves special mention. She pushed me in a challenging yet fair way, much like Josh Weeden did.

They gave me the freedom to play, fully aware of my intentions. Their role was to allow the controlled chaos to unfold and guide it in different directions. In case I went too far, just like Astarion. There is definitely a shared rhythm between us. We share a love for creative disorder, in many ways.

That's how we developed his character, gradually pushing certain aspects on different occasions. I had constant discussions with the directors about him. Josh Weeden played a crucial role in getting me the role. He was the one who recommended me and brought me in for that character. Of course, Josh was already familiar with my acting abilities from our previous work on Resident Evil Resistance, where I did voice-over at PitStop. It was comforting to have someone in your corner. He believed I could match that rhythm, so I was encouraged to simply come and show what I could do.

Exclusive Insider Look: Unveiling the Secrets Behind Astarion's Creation in Baldur's Gate 3

Q: Having mentioned his desire for freedom, and towards the conclusion, the narrative introduces a captivating subplot involving vampires and an opportunity for him to either embrace or reject a quest for power. As this game offers various choices tailored to individual players, is there a specific path you believe suits Astarion the most?

It truly depends on the story being told. The reason I enjoy branching narratives with numerous permutations and story options is that there is no one definitive canon story. It's about finding what works for you and what you believe is the story. My opinion may change as I play through it, but I do have a preferred definitive story ending. However, I would never force that on someone else or claim it as the only true story. Each player's experience is what matters. The beauty of this game is that you can make your own choices within the story Larian and Swen have created. The range of options is incredibly wide. If you want to kill every person, even important quest-givers, you can. The game allows for that level of freedom. There may be sections that most players won't see due to obscure choices. With so much content, there is no definitive version of the story. Every version of Astarion that I recorded represents what he would do in specific circumstances. That's the closest answer I can give.

After having him in my party for some time, I considered removing him because I was hoping he would change for the better. However, towards the end, it became clear to me that while he possesses darker tendencies, he also has a kind and compassionate side.

He can be seen as an antihero, as beneath his disturbing immorality and manipulative nature, there exists the potential for a heart of gold. You can encounter a version of him that genuinely cares about the player and their party. On the other hand, there is also the option to experience a completely self-serving, power-hungry, and mad version of him. I'm glad you discovered that side of him, as it is the aspect I appreciate the most. While I also enjoy his other aspects, I find it particularly appealing that, despite everything, there exists a version of Astarion with a heart of gold.

Q: The script for Baldur's Gate 3 is widely known to be extensive, and I am aware that it underwent frequent revisions and changes. How did this affect you as an actor compared to your experiences in other games you've worked on?

Certainly. In addition to acting as a supporting lead in Deliver Us Mars, I also had the opportunity to direct it. I've also been involved in projects like Resident Evil Village and RE3, as well as Final Fantasy 16 where I worked on performance capture cinematics. These games follow a more traditional storytelling approach, with defined sets, characters, and scenes. We would perform the scenes as directed, sometimes incorporating motion blending into the gameplay. This is the typical setup for performance capture.

Whereas in this scenario, we are faced with an overwhelming number of possibilities and variations. There are countless lines to consider, numerous combinations of events and characters, and a constant flux of life and death. It requires a completely different mindset. You must approach it with the understanding that there is no predetermined narrative. Your focus should be solely on understanding and developing your character, regardless of the circumstances presented. As an actor, you must be flexible enough to adapt to any changes the director may introduce. One moment it may be one thing, the next moment another, or perhaps you have just completed a certain action before something unexpected occurs.

Exclusive Insider Look: Unveiling the Secrets Behind Astarion's Creation in Baldur's Gate 3

Being a creative requires immense flexibility to let go of what you previously knew and adapt to the current situation. In this new universe, the Multistarionverse, where things have taken a different turn, my character's reactions, desires, needs, and challenges all change. This acting exercise is fascinating as it constantly challenges you to switch perspectives, which I found incredibly enjoyable. I've had prior experience with branching narratives in projects like Detroit: Become Human and Planet of the Apes, so it's not entirely unfamiliar to me. However, I'm curious to see how new actors and those unfamiliar with games, motion capture, and voice work performed in this game. I'm intrigued by their experiences because it must have been quite an adventure. The scale of it all is mind-boggling.

It's impressive how well Larian and PitStop collaborated on this intricate, extensive script and managed to complete it on time, despite the involvement of numerous talented actors and directors. It truly showcases the dedication and passion of everyone involved, including the cast, crew, developers, and writers, to make this project a success.

Q: Just out of curiosity, do you have any favorite lines? Or is it too difficult to choose amidst all the dialogue you've delivered? Personally, I particularly enjoy the part where you leave Astarion in the camp, and he becomes somewhat sulky.

"Oh, yeah," Astarion's voice echoed, disappointment laced within. Recalling the moment, I believe that, although uncertain if it was captured in the motion capture, I distinctly gazed at my nails while dismissing you. The phrase "I thought we had something special" slipped from my lips as I averted my gaze and nonchalantly inspected my nails. I am fairly certain that was the decision I made. Whether or not it made the final cut, I am unsure, but please review it once more. It is possible that you may find me simply engrossed in my nails while disregarding your presence.

Yeah, those things were awesome. The game had some fantastic lines. There's another scene where a player can intimidate someone and then spare them. Astarion sarcastically remarks, "Oh, so you're not going to rip them apart? Too bad, I was expecting some entertainment." [Astarion Voice]

There's plenty of stuff like that scattered throughout. These small humorous remarks really tickle my funny bone, pun intended. Actually, scratch that, no need to pardon the pun.

I fully acknowledge that it's terrible. I confidently support the wordplay. I am angry at you for causing me to have a lower opinion of myself. Sure, "sink my teeth into" is amusing, why not? I'll embrace the vampire persona. [In the voice of Astarion]

Every day, during each session, certain lines would catch my attention and I would eagerly approach one of the directors, saying, "Oh, I adore line 116, or I can't wait to have fun with this one." Frequently, I would initiate conversations with directors by remarking, "I have an idea for the next line, and you're going to absolutely despise it," simply to present something bizarre. What an exhilarating experience. The past four years have been incredibly unpredictable.

It was an absolute blast. I experienced a few tough, physically exhausting days where I even lost my voice, but I never had any difficult or unpleasant days. Every single day was fantastic, filled with so much enjoyment. I want to express my heartfelt gratitude to the entire crew, including the audio and mocap teams, PitStop, and Larian. Collaborating with these incredible individuals has been nothing short of amazing. This opportunity has truly been a dream job for me, surpassing all expectations from beginning to end.

Exclusive Insider Look: Unveiling the Secrets Behind Astarion's Creation in Baldur's Gate 3

Q: What was the experience like playing out and witnessing the fan response to the impactful interaction between Astarion and Halsin during the final Hell Panel?

I found it absolutely hilarious. The fan reaction was particularly enjoyable. It was expected that they would advocate for that choice. It was akin to placing a tempting treat in front of a child and telling them not to eat it, then leaving the room. It's pretty obvious what would happen to that treat, right? I found it to be fantastic. Moreover, being a D&D player and roleplayer myself, engaging in unconventional actions and throwing in some furryism is quite common. It's simply the norm in the industry for roleplay. Naturally, it had to be included. Absolutely.

That's great, I think it's perfectly fine. The important thing to note is that I actually directed Dave Jones in that scene, amusingly without knowing that we were going to use Astarion as the model, ironically, which was quite amusing. But Dave is a consummate professional, and I hope to be as well. We approached it just like any other scene with intimacy, discussing and ensuring his comfort with the subject matter. He knows his character inside out, he portrays Halsin brilliantly, and he was simply like, 'Alright, this is an intimate scene with someone you're falling in love with, someone you're sharing a moment with, and that's how we'll portray it.'

The fact that he transforms into a massive bear is almost irrelevant. It's not the focal point of the scene, you know? We just need to perform it honestly, truthfully, and professionally, while also having fun and ensuring that everyone, including the crew, is at ease with the material we're working on. We had intimacy directors on standby, provided by both Larian and PitStop, which is amazing and very thoughtful of them, ensuring a safe environment for everyone, and all were well taken care of. I feel that every...well, at least every actor I've spoken to, which is the majority of the over 300-person cast, had a great time working on this project.

To the best of my knowledge, everyone seemed to feel secure, which is a remarkable accomplishment considering the large cast, extensive dialogue, and unconventional subject matter involving transformations and intimate encounters. It is truly impressive that individuals felt safe and protected with such content.

I am concerned about the squirrel. I wonder if it is alright and would like to inquire about its well-being.

Exclusive Insider Look: Unveiling the Secrets Behind Astarion's Creation in Baldur's Gate 3

Q: Yes, and without a doubt, romance plays a significant role in Baldur's Gate 3. It permeates the game, evoking delightful and awe-inspiring moments. In a broader sense, could you elaborate on the collaborative process between the intimacy directors and actors during these particular scenes?

I believe that the use of intimacy directors in games is not as widespread as you might think. It is not a unique practice, as I know that some people have utilized intimacy directors before, but it is not a common occurrence to my knowledge.

What I find really impressive is the inclusion of intimacy directors in games and their availability to help. Actors have the option to request their assistance without any problems. Typically, when it comes to intimate scenes, the process involves discussing with the actors what will be filmed, going through it, and addressing any aspects that make them feel uncomfortable or may trigger them. It is not limited to just sex scenes; it can extend to scenes involving torture or trauma. The intimacy director collaborates with the narrative director, performance director, or voice director to create a safe environment. They ensure that the actor feels supported and secure, offering guidance if they become overwhelmed. This approach ensures that boundaries are respected and that actors are not placed in situations where they feel uncomfortable.

An intimacy director ensures that actors do not unintentionally or knowingly request actions that they have established as being uncomfortable with. Their role involves advising on appropriate movements, handling intimate scenes, and creating inclusive representations that resonate positively with everyone involved. The specific tasks may vary depending on the project at hand.

Ultimately, the significance of an intimacy director lies in fostering a safe and empathetic environment where individuals feel supported and valued. They actively listen to concerns and help address any difficulties that may arise. By doing so, they promote a creative experience that is both uplifting and devoid of exploitation, making certain that all participants are in a secure space.

Yeah, that's amazing. The term intimacy director has become increasingly prevalent in recent years compared to a decade ago, so the knowledge and understanding is truly remarkable.

Here's the thing: anyone can be triggered by anything. Even the toughest individual can suddenly be affected by acts of torture or experiences of loss that may trigger something unknown to others. It can happen to anyone, regardless of their background or circumstances, and they may not even realize the impact until they find themselves in a difficult place. The consequences can be quite detrimental for individuals. That's why I believe access to intimacy directors should always be available. Personally, I have been involved in numerous sex scenes, scenes involving torture, and violence, and so far I have not required their assistance.

I deeply appreciate the presence and availability of the facilities. If I ever found a resemblance between aspects of the character's story and my personal life or someone dear to me, and felt the need for assistance, I am immensely grateful that support was readily accessible. The script constantly alerted us with reminders to take caution regarding certain lines that could potentially trigger emotional responses.

In addition to the involvement of intimacy directors, strict measures were taken to ensure a closed set. Although I may have overlooked mentioning this in previous interviews, our filming environment was tightly secured. The door remained closed, and sound was controlled to prevent any disturbances from outside the studio. Only those directly involved in the production were present and no one else had access. It is crucial to highlight the importance of closed sets and emphasize that there were restrictions on entry. Overall, this aspect made the experience highly positive.

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Baldur's Gate 3 is available now on PC.