Sunday, August 24, 2025


Giving Words Life

 
How a character is presented is key to a player’s impression of them and what they sound like is a major component of it. Voice Acting is an important element in most styles of games and visual novels are no exception. Just like background music and sound effects, it plays into the texture of each scene and helps add some much needed life to the walls of text. It gives the characters a way to appear more personable to the player and so help bridge the divide between their worlds. Beyond simple character voices, Voice Acting has other facets from spoken narration to voicing protagonists and they provide a wide range of avenues through which visual novels can adapt to the needs of developers. The elephant in the room is that not every title can afford to hire voice actors or even wants voices in the first place. Smaller indie visual novels are the main proponents of this choice/limitation and the results are creative ways around the issue or deliberately leaning into it for a distinctive effect. Let’s listen to some talking and uncover the power of Voice Acting.
 

Speaking To The Player

 
Hearing a character talking is a powerful tool in shaping how they are perceived and their place within a title’s overall presentational space. It moves characters out from just being purely visual entities of portraits and text and gives them an auditory angle through which they can communicate their identity to the player. We naturally have a natural predisposition as humans to pay attention to the voices of others when we can clearly make them out, hence why you can sometimes find yourself accidentally eavesdropping on a conversation happening nearby. So when we hear a fictional character speak there is an immediate connection made in our mind to this instinct that makes them appear more human. There is also a spatial element to the audible voices since they sound close to the player and so the game gains the sense of the events on screen happening right in front of the player rather than in some fantastical distant world. As such when a visual novel is utilising Voice Acting, these changes in perception have to be kept in mind when constructing the other presentational elements. Other audio needs to mixed to not overpower the voices while key sound effects or changes in music which the game wants attention drawn to need to not be drowned out by characters talking over them. The Voice Acting can pull some of the narrative weight since the way something is said can convey the emotions and intent of a character and this frees the story from the need to explain details that could bog down the pace of a scene. 
Given how much of Clannad is just talking, its Voice Acting gains additional importance

Given the sheer number of visual novels with Voice Acting among the mid to high budget titles, any of which could demonstrate the effect of voices, it is best to look at a few key examples to best capture the broader picture. Fate Stay Night heavily leans into the immediacy offered by Voice Acting as a means to sell the danger and violence of its actions scenes. It not only has its characters shouting at each other with emotion deeply ingrained in every line, but also has a lot of grunts of exertion and howls of pain to craft the feeling of the harm which is befalling them. Those noises are ones we make subconsciously and work as a means of grounded the heightened emotions of the conflicts. On the opposite end of the spectrum sit titles like Clannad where the Voice Acting is a means to sell character banter and interactions. This is especially important for Clannad since it is these engagements between characters which form the majority of its content so the extra layer provided by voices helps add variety to their conversation while keeping player engaged. Visual novels with a greater focus on character interactions naturally have more dialogue to voice than those focused other on aspects like action, mystery or horror and as such Voice Acting is most impactful on them than on those interested in other aspects.
 

Differing Styles

 
Not every visual novels implements Voice Acting in the same way and the choices in what to include and exclude from it offers a lot of flexibility for a developer. The most common of these is the choice to not give the protagonist a voice despite the rest of the cast being given one. At first glance this might seem like a decision which would be distracting from the player’s immersion in the story since the silence will stand out. However, for titles in genres like romance or slice of life, the game wants the player to insert themselves into the role of the protagonist and this void allows them to do so they can create their own internal voice for the character rather than having it dictated to them. Take Minazuki Kashou from NekoPara, everything about his personality is set up in a way for a player self-insert so giving him Voice Acting would harm this direction by providing mixed signals and so his silence is the space needed to experience his intended purpose. Another implementation of voices is the use of binaural audio. The goal of this feature is to create a sense of 3D space where the speaker sounds close to the player’s ear and it allows for a feeling of intimacy with them. How this intimacy is used can be split into two camps, affection and fear. Affection is straight forward, it aims to utilise the intimacy of binaural audio to reinforce the romance element of the speakers relationship with the protagonist. A Sky Full of Stars makes full use of it to set the mood with the heroines and sell the fantasy of the relationship in a very direct manner. Fear is the domain of horror and intimacy here is used to establish the close proximity of the threat and make the player directly feel the danger. Perhaps the most notable example of this style of binaural audio is in Corpse Party: Book of Shadows which makes use of it sparingly for moments so it never becomes familiar and to ensure it always coincides with something dangerous being uncomfortable close. 
Sharnoth's narration is made clear through a picture of the speaker's face in the text box

Voice Acting can expand beyond the words of the characters and bleed into the narration as part of its implementation. This generally takes the form of one of the existing cast extending their role and giving their thoughts on events on a higher narrative level then their immediate actions. While this can involve breaking the fourth wall, it is most often just the character reflecting on what is happening in a more detached manner so as to give the player a greater insight into their choices and provide information which would not otherwise make sense for them to give. Voicing these sections is key to helping them be presented as the character’s raw thoughts rather than the filtered and controlled words they use when speaking out load. Sharnoth of the Deepest Black makes liberal use of voiced narration from its POV characters and they all talk in a calm manner as they narrate what is going on even if they are currently in danger. It lends this narration a sense of bluntness as if this is the characters being honest with the player and is used to explore their personal thoughts as they struggle with the emotions and events happening around them.
 

The Power Of Silence

 
It is expensive to have every character voiced and many games can function fine without it, as such many lower budget titles use minimal voices or none at all. This design choice has a profound effect on how the rest of the visual novel deals with presenting character emotion and intent since it cannot rely on the way words are spoken. Partial Voice Acting involves a series of repeated basic words, phrases or emotive noises being played when a character’s dialogue appears on screen and serves as a way to add some extra flare to the text at a lower cost. The Danganronpa games make use of this technique outside of their big story moments in various places from the character bond events to the investigation sections. Having over the top character portraits which clearly express emotion in the most in your face way possible helps smooth over the transition between full and partial voicing by connecting the characters emotion and intent to their appearance rather than simply their voice. 
Having a strong asthetic and wild plot can allow a game to get away with a lot

Going beyond the use of voices and removing them entirely requires the visual novel to step in and state clearly what would be conveyed through speech. This means being more explicit about how a character is feeling or their actions in text while weaving them into each scene in order for them not to feel distracting or unnatural. One way many titles choose to adopt these elements is through merging it into a broader expansion of the character’s inner thoughts. Take Higurashi and Umineko, which were released without Voice Acting, they lean heavily into the internal space of the cast and each one is direct in their presentation of the way they say things, even if they might be engaging in deception or pushed through the lens of an unreliable narrator. Given the limited ability of their portraits to pick up the slack, the text does most of heavy lifting and there are many cleaver ways used to underscore certain words and phrases such as the red truths from Umineko. The lack of voices makes these sudden changes in the text stand out clearly and adding Voice Acting after the fact muddled the messaging of these important moments.
 

Conclusion

 
As with all audio in visual novels, Voice Acting holds a powerful role in immersing the player and selling the story and its characters. It plays off the innate human instinct to pay attention to voices and speech to hold the player’s attention and add a layer of humanity to the speaker. There are various ways to play around with Voice Acting from binaural audio to voiced narration and these expand and reshape how it can be engaged with resulting in vastly different effects. Not having voiced characters is a valid option and requires the title to adopt a more intimate approach while offering new ways to create emphasis. Choosing whether or not to have Voice Acting in your visual novel has such a wide reaching impact it should be carefully considered in order to best utilise its many facets.
 
 

Leave a Reply

Subscribe to Posts | Subscribe to Comments

- Copyright © Towards The End Sky - Hatsune Miku - Powered by Blogger - Designed by Johanes Djogan -