Synapse, an exclusive game for PSVR2, is highly anticipated for its utilization of the headset's advanced features, including eye tracking and headset haptics. One standout aspect is the telekinesis mechanic, which combines motion controls and eye tracking to offer players precise and immersive manipulation of the in-game world and accurate aiming at targets. Set in the surreal mindscape of the deranged Colonel Conrad, Synapse captivates players with its visually stunning VR experience. The vibrant colors stand out against a monochrome backdrop, effectively showcasing the impressive 4K OLED display of the PSVR2.
Adding to the allure of Synapse is the exceptional voice talent behind the characters. David Hayter, known for his role in Metal Gear Solid, portrays the antagonist Colonel Conrad, while Jennifer Hale, recognized for her work in Mass Effect and Metroid Prime, brings the character of Clara to life as the player's guide throughout the game. In an interview with Game Rant, Hayter and Hale discuss their roles in Synapse, share their thoughts on AI voices, and delve into their extensive careers as accomplished actors. Please note that the interview has been edited for conciseness and clarity.
Working in the realm of virtual reality games has a consistent underlying aspect for me: understanding the character's identity and motivations as dictated by the script. While I do take technical aspects into account, they do not alter or influence my performance. The focus is always on embodying the character I am portraying. However, there are notable distinctions when it comes to voice acting specifically for VR games versus performance capture. This discrepancy is what truly drives the dissimilarity in my experience.
In voice acting, I am confined to a small space, unable to move from it, regardless of any physical needs I may have. However, when it comes to performance capture, I am required to be extremely active and constantly moving my body, while still maintaining the essence of my voice for film and TV. These considerations have influenced my approach more than anything else in this regard.
Hayter: Acting is universal, regardless of the medium, as it revolves around effectively conveying emotions and the character's feelings to the audience. However, having worked on a few virtual reality games, I've noticed that the first-person perspective tends to immerse you deeply in the virtual world, which consequently immerses you in the voice acting as well.
I participated in the development of Phantom: Covert Ops a few years ago with nDreams, where my voice was broadcasted through loudspeakers. It was constantly present, resonating throughout the entire virtual world. However, in Synapse, you actually enter the mind of my character, Colonel Conrad, immersing yourself in my thoughts. As the performer, I am fully aware of this connection and strive to infuse subtle nuances into my performance. I playfully manipulate and tease you, leveraging the fact that you are literally inside my mind. This unique technology adds an intriguing element to the experience, but ultimately, acting remains the same – the goal is to convey my intentions clearly and effectively.
Hale: My thoughts on this matter are quite straightforward. As someone who manages a support site for actors, I frequently engage in conversations with aspiring individuals, particularly because I believe they require substantial support in navigating this issue.
Using someone's face or voice without proper compensation is a clear violation of their rights. If I were to use Joey's image to promote my company, it would only be a matter of time before legal action is taken against me for stealing his image without offering any form of compensation. The same principle applies to voices as well. Many individuals have come to realize this and fully support the idea of fair compensation for using someone's voice. It is important to understand that taking someone's voice without permission is not only unethical, but also constitutes theft.
In the community, I urge everyone to refrain from succumbing to fear. Instead, let us focus on taking specific and constructive actions. Whenever you choose to express your opinion, utilize the AI rider provided by NAVA (navavoices.org). Take the time to assess the details of any contracts involved and ensure that you do not give away any rights indefinitely. Remember, it is not only your entitlement but also your responsibility to advocate for the use of your voice. To fulfill this responsibility, we must overcome any tendencies to seek approval or secure future opportunities. Let us establish a standard where we all look out for one another.
Fortunately, from a legal standpoint, we find ourselves in a favorable position. Our voices belong to us, and no one should have the right to steal them. I firmly believe that the law will ultimately support our cause.
Hayter believes that while computers are capable of replicating the voice of individuals like Joe Biden or Trump, they lack the ability to capture the essence of their souls. Although deep fakes may sound tonally similar to the real person, there is always a noticeable computerized quality to their voices. Jennifer Hale, on the other hand, infuses each line with thousands of subtle emotional cues that cannot be replicated by a machine. Hayter does not believe that computers will ever be able to achieve this level of authenticity. However, he warns against unscrupulous producers who may attempt to steal voices or faces, emphasizing the importance of remaining vigilant and being aware of one's legal rights.
I believe that AI is an intriguing tool that people will continue to explore and discover its limitations. While it may find its place within our community, I highly doubt that it will be capable of writing scripts or performing on our behalf. For instance, if you aspire to create a film like Ari Aster's Midsommar, simply providing ChatGPT with the basic details of the movie will not result in an identical masterpiece. That level of creativity and artistry comes from a human being, particularly a uniquely twisted one.
Therefore, I completely agree with Jennifer's standpoint. It is crucial not to fear AI but instead be aware of your rights, safeguard yourself, and refrain from stealing ideas or performances from other artists.
I believe David makes a valid point about the allure of flashy features. It's easy to be captivated by a similar sound and think, "Wow, that sounds just like it." While the surface level may seem similar, the key word here is "soul."
This concept is evident in the world of games, where we have witnessed time and time again that anyone can be hired to deliver lines, but it's the actors who possess the ability to evoke the essence of humanity. They have the power to deeply touch us, leaving a lasting impact that can shape our lives for years to come. This ability to elevate us and create profound connections is what sets them apart. The soulful element they bring is irreplaceable and cannot be replicated.
As a musician, that really resonates. You can’t program soul. It’s a uniquely human quality that comes from human experience.
On the music front, you can find renditions of Led Zeppelin songs where the beats are flawlessly timed and every note is precisely executed, but it lacks the same essence. That's what computerized music is all about.
In the past, beats were not always perfect, and occasionally a note would enter a bit prematurely. Yet, that imperfection is what gives life to the guitarist or the singer, or any musician for that matter. It cannot be replicated in an authentic manner. Personally, I am not overly worried about it.
Hale: I believe that what truly captivates us all is the pursuit of capturing the essence of the human spirit. While we may perceive it as the substance, it is truly the manifestation of the human soul.
Q: Both of you have portrayed characters who engage in dialogue trees centered around morality, like Shepard in Mass Effect or the Jedi Knight in Star Wars: The Old Republic. These characters allow players to take them on divergent paths. How do you tackle such complex roles?
Hale emphasizes the importance of self-reflection by encouraging everyone to take a look at themselves. Some days, we wake up feeling great, while other days we prefer to be left alone for a while. However, despite our varying moods, we remain the same person. Our reactions to different situations can change in an instant, transforming us from one version of ourselves to another.
When portraying a character like this, it is crucial to understand that they are still the same person. They navigate through different emotions and circumstances, but there is a consistent thread connecting them all. The character's identity does not completely shift from one line to another; rather, it is the specific moment and the character's response to it that vary. This response can range from being more restrained to more open, depending on the situation.
Hayter: It's fascinating how you describe it. When playing the Jedi character in Star Wars: The Old Republic, it truly exemplifies what you're discussing. At times, he embodies the Light Side Jedi, while other times he takes on a Dark Side persona, appearing threatening. And occasionally, he simply displays a cynical attitude.
Each character I voice may sound similar, but I perceive them as having distinct personalities. One of them embodies a Han Solo-like persona, while the Light Side responses are valiant yet somewhat bland - they never stray from the predictable "May the Force be with You" mantra. On the other hand, the cynical character exclaims, "What is wrong with you?" which adds an element of enjoyment. Personally, I find it more exhilarating to fully embrace the Dark Side and declare, "I am going to destroy you!"
Although I channel all these voices through the same individual's vocal cords, they are undeniably different. Each character embarks on a unique journey, with some eliciting more amusement and frustration than others. While I do enjoy portraying a Light Side character and embodying heroism, if I were to assess my own performance, I would rather hear the Dark Side or the snide side, rather than a straightforward and unwavering "good Jedi."
I just recently replayed the Mass Effect trilogy as a Renegade female Shepard, and there were so many fun lines.
Hale: Paragon is who I wish I was and Renegade is what I wish I could say.
Q: Changing gears, Hayter’s character Conrad in Synapse comes across as sort of a madman. How do you go about voicing a character who’s a little unhinged?
I specialize in portraying characters with an unyielding nature. It's a crucial aspect of my performances, showcasing an unwavering resolve. Gamers particularly enjoy embodying such characters, and this individual is a perfect example. However, he now finds himself trapped in a torturous contraption known as the "brainalyzer," where individuals are sent into his own mind.
The challenge lies in transforming someone with an indomitable will, accustomed to emerging victorious in every battle, into a vulnerable target for internal attacks. How does this infuriate him? How does it drive him closer to the edge of sanity? And how does it intensify his determination to annihilate you, Clara, and anyone else meddling within the recesses of his mind?
On the subject of the player being inside Conrad's mind and Clara primarily guiding them, with minimal opportunity for the player to engage in dialogue, it presents a unique challenge.
Clara possesses a strong sense of purpose, which is evident in her character. As a seasoned and committed agent of Bureau Five, she takes charge, issues orders, and ensures that her objectives are met. Listening is not her strong suit; instead, she excels in communication. Clara leads the way, driven by her mission to dismantle David's reputation, no matter the consequences.
Hayter: Best of luck with that!
For me, it's a constant struggle. It's like a clash of strong personalities, and the player seems to have no say in the matter. They are merely a helpless pawn stuck between two powerful forces of military madness.
A character's enthusiasm and fire are what make them exciting to me. Whether it's for something positive or negative, or even if it's driven by ego, as long as they have a strong desire and the abilities to achieve it.
The added layer of confidence in one's character brings immense enjoyment to the player. It can be argued that this enjoyment amplifies when playing as the antagonist, as there are no restrictions or limitations, allowing for a wild and exhilarating experience that heroes typically do not get to indulge in. Hale fully agrees with David's statement, completely endorsing it.
Q: You both worked together in the past on Metal Gear Solid. How did you end up together again on Synapse?
Hayter had previously worked with nDreams on a VR game called Phantom: Covert Ops, which he found to be an incredibly enjoyable experience. In the game, he portrayed a Russian military commander with a volatile personality, which he found to be a lot of fun. When nDreams approached him about working on another game, Hayter eagerly agreed.
Hayter expressed his admiration for the publisher and their games, and felt honored that they had offered him another opportunity. However, nDreams added an intriguing twist to the offer by teasing the identity of the actress who would be playing opposite Hayter. Despite his curiosity, they refused to reveal the actress's name to him.
I knew he didn't mention it.
The news came that David was involved in this game, and my immediate response was curiosity about the nature of the game itself.
Furthermore, the materials provided by nDreams were truly stunning. The presentation was beautifully crafted, with every aspect exuding an incredible aesthetic. The story was captivating, the setup was impressive, and the character was both enjoyable and intriguing. It became evident that we were gearing up for a significant reveal, indicating our presence within the game. At that moment, I made the decision to play along, refraining from expressing any hint of awareness. I believed that by doing so, I would be sparing Dave the need to put in extra effort to feign surprise. Thus, I chose to omit any mention of it during our conversation.
And also I am a strict NDA obeyer. I never say a word about anything, not to anyone. It drives my kid crazy.
Hayter: Basically, she’s saying my acting would be improved through her lying.
It was quite intriguing when I entered the game and witnessed these two characters engaging in a fierce verbal battle. The discussion revolved around the actress who would portray the role, and I had assumed it would be someone of great gravitas.
I fully immersed myself in the role, confident that my fellow actor would provide unwavering support and deliver an equally impressive performance. However, I soon realized that I was outshined in every aspect, yet I managed to find solace in receiving my compensation.
It wasn't until I watched the trailer that I truly grasped the magnitude of Jennifer's immense talent, which undoubtedly promises an electrifying experience.
Hale: In addition, the unique experience of playing this game goes beyond visual perception - it is primarily auditory. The game's construction and storytelling technique immerse you in a captivating world, where you are constantly caught between these two opposing forces.
Hayter: We are figuratively inside your mind, creating a powerful and immersive effect throughout the game.
Q: You've both played roles in not only video games but other media as well. Is it different when you're playing a video game character as opposed to something on film?
The foundation of any project, for me, is always the acting. It's about bringing to life whatever the writer has put down on the page. I believe that writers are the backbone of storytelling, and I strive to honor their vision and the team's collective desire to see it come to fruition.
Of course, there are technical aspects to consider, as well as style and tone. Is the project meant to be more exaggerated and over the top? Is it geared towards a younger audience or intended for adults? Does it have elements of dark comedy, or is it a serious and immersive sci-fi drama? These are all important factors to fine-tune and consider. However, at the core of it all, the character is what truly matters.
Hayter recalls a memorable experience on set while directing the movie "Wolves." In the opening sequence, he had to murder Jennifer, and at four o'clock in the morning, he poured a bucket of blood onto her. As a result, she was completely drenched in sticky blood, resembling a horror show. Despite the gruesome scene, Jennifer approached Hayter with enthusiasm, remarking on the surreal nature of their profession and expressing disbelief that they actually get paid to do such things.
Watching Dave direct and witnessing the entire process unfold is an absolute blast. I stayed around for quite some time, even after getting drenched in fake blood. It was a whopping five gallons that he poured all over me, and as a result, it eventually dried up.
However, I completely overlooked the fact that the dried blood essentially turns into a wax-like substance, which ended up forcibly peeling off everything as I attempted to change my clothes. Oh dear, that was quite a shocking realization.
Hayter: Although he was absent at the moment, she utilized Jason Momoa's trailer to cleanse herself from the blood, unintentionally transforming it into a scene reminiscent of Psycho.
Hale: Despite my utmost efforts to maintain order and cleanliness, it proved futile. I constantly reminded myself to be cautious, to ensure tidiness. However, as soon as the water mixed with the simulated blood, it uncontrollably dispersed in all directions.
Hayter: And Momoa was like “Who killed somebody in my shower?”
Hale: He had hot water though. I didn’t have hot water, and I was dying!
Speaking of the writers, how much creative freedom did you guys have with your voice roles in Synapse? Was there specific direction from the team regarding your performances?
As an actor, one aspect that I truly cherished and valued was the fact that they brought us on board based on our previous work, without confining us to it. When I joined the team, they had a distinct understanding of Clara's character, along with specific concepts about her voice and tone, and how she communicates verbally. We had the opportunity to experiment and collaborate in order to shape her character, which was an incredibly rewarding experience. It was innovative, fresh, and unlike anything I had done before. I genuinely relished the process.
In this game, I am once again portraying a career soldier. There are definitely aspects of Snake that come into play, but this time it feels like stepping into the depths of Solid Snake's mind and confronting all the demons he has accumulated throughout his journey. However, it's important to note that this is not Metal Gear. Although there are still traces of Snake in my voice, I made a conscious effort to focus on portraying the level of madness that this character embodies.
To find inspiration for this portrayal, I looked to Michael Keaton's portrayal of Batman. You know, that famous line, "You want to get nuts? Come on, let's get nuts!" That sort of energy. So while Snake's voice remains in the background, this character's insanity is brought to the forefront, with a menacing presence that says, "You think you can handle this? I'll annihilate you." It's all about showcasing the sheer madness of it all.
After settling into the booth, the nDreams team and I collaborated closely to achieve the desired outcome. As voice actors, our influence on game writing is generally limited, as it is determined by a combination of factors such as computers and scripts. However, when it comes to voicing characters, we often have a significant degree of creative freedom to explore our own ideas. Occasionally, they may simply instruct me to replicate the iconic Snake voice, to which I might respond (in Snake's voice), "I prefer not to. I'd rather not."
Synapse releases on July 4 for PSVR2.