Some year or so after I recorded the voice acting for this vieo game character, apparently he's just about ready for release, and I must say, I'm pretty happy to see how well he's turned out; a very smooth-playing and well-realized effort here.
As with one of my previous efforts in this field, Crashman here is a character who originates with Mega Man 2, which was the first Nintendo game I ever bought, back when I was a wee tyke of 12, and as such, there's some considerably pleasing nostolgia involved here.
A bit more substantial than the one posted back in December. I'm told the character is going to be released in full in the very near future, which pleases me greatly. I recorded the voice acting for him back in October or so; this has been a long, long wait.
Three posts in one morning? Madness!
Back when I was a wee youngster of eleven years, I got myself my first Nintendo Entertainment System game of Megaman 2. I played through it many times over the years, and it brought me much enjoyment. At the very beginning, though, there was some frustration, as one boss character after another handed me my pre-teen ass. It wasnèt until I faced off against Metalman that I enjoyed any success.
Though Metalman enjoys the dubious honour of being the easiest boss in the game to beat, he also enjoys the honour of being the first boss character in any Nintendo game I ever beat, and so he holds a special place in my heart for that reason alone. Whatès more, I've always had a certain fondness for the visual of this robotic man with a circular saw blade mounted on his forehead chucking more circular saw blades around as a weapon while leaping around like a lunatic.
So when I was approached to do the voice acting for a Mugen adaptation of the character, I immediately jumped at it. I knew immediately how I would voice the character: "A lunatic, low-rent, hillbilly horror movie villain". I managed to nail the performance almost right away, and sent off the sound files to the creative team working on the character.
Now, finally, the character has been released, and it fills me with joy to be able to share the following:
Yee-haw.
Also of note, I'm also performing the voice work for Crash Man, who you'll see leaping into battle from time to time here to aid his "brother". That character hasn't been released yet, but you can be sure I'll post a video of that one when it gets released; I've had a ball doing the voice work for him as well, and managed to get in on the creative process early enough to actually be able to suggest a lot of his mannerisms and moves and such. He's going to be a blast.
This time, a small sample of the new Hulk character Iève been doing some voice work for.
I really, really got into this one in the studio. Chanelling my deepest hatreds into this performance, thinking hard about the people I most loathe in the world. My aim, here, was to give a Hulk performance which was SO angry, SO intense that the player should actually feel a little uncomfortable playing him. I thought to myself, If I can make people cringe while playing this game, then I have done my job
So, as various other creative pursuits have been for one reason or another stymied, I have kept myself busy with something otherwise. For example: I am writing the dialogue and doing the voice acting for a video game character!
The character in question is long-time Green Lantern nemesis, Sinestro. The character is being designed for the build-you-own-fighting-game game, MUGEN. This is the first video of the character; he's still in early, early alpha mode here; not even a beta yet. Still, it causes me some special delight to think of this character being finished and then having my sgrieking voice blaring out of the speakers of the thousands and thousands of members of the MUGEN community when the character is released in his finished form.
Sinestro is not the only character I've been doing voice work for (nor yet my favourite), and I hope to be able to post another video in the near future of a smashingly good character I've also been bellowing out some voice acting for.
