Anyway, characterisation
is constructed from a number of ingredients; aesthetics, the characters outward
appearance, script, the personality the writers have assigned and the
mannerisms they may be given, and acting, the way the actor or, in this case,
voice actor, translates concept into form.
The harmony of
these elements is what creates a realistic, believable character. The way a
characters personality and voice match or contrast their appearance creates the
depth of their personality on a whole other level than it could be written or
drawn or acted out. A hench bodybuilder-looking tank-type character gives off
an entirely different aura when he has a falsetto or child-like voice and is
terrified of his own shadow, for example.
I’m going to
bring a few case studies into this, just to show some examples of perfect characterisation, and the difference between how it can be achieved in-game as opposed to other media. The first has
to be (don’t hate me for bringing an anime into this) One Piece- visually,
nothing beats One Piece in terms of character diversity. Manga and anime is
pretty well-known for having cliché characters who all have the same face. OP
couldn’t be more opposite, taking just about every cliché in the book and
tearing it to shreds in some way or another (if a story features a character
associated with gothic culture, for example, they will always, without a doubt,
be a total badass, right? Only in OP would the guy with the ability to
manipulate shadows, who lives in a haunted castle with a mad scientist creating
an army of zombies for him, be a fat guy with a high, annoying voice). Then
there’s the fact that when Oda bases a character on a real person, the
resemblance can be somewhat genius.
As for acting,
the voice actors chosen are simply perfect (the godawful dubs are excluded) a running theme in
One Piece is to give characters a voice that completely contrasts their
appearance and/or personality- usually the voice is chosen to fit the
personality but contrast the appearance, but sometimes all three clash. But in
a way that works well- this is usually done in the case of villainous
characters, in a way that instils our immediate hatred of them before we even
learn their nature.But what makes OP amazing is the amount of depth in every character. Everybody in One Piece has at least one hindering weakness, be it a general lack of intelligence, a ridiculous lack of any sense of direction, or being honestly, hinderingly, pathetically wimpy (the character in question wins about 3 fights in the whole series, ALL of which through trickery and lies, and NONE of which without making a determined attempt to run like hell first). But the real crowning feature, and the core point I was getting at before, is how you connect with the world of One Piece through the main characters. And this is built up and pulled off as an art form. Throughout the series, no matter what happens, Luffy, with Main Protagonist Power, will always show up to save the day, against all odds, always knowing what to do and, most importantly, what to say to put those around him on the right track. In this way, such faith in him is built up in the viewer that when finally, Luffy is completely helpless to save his crew and watches his own brother die to save him, it actually comes as a shock to the viewer- when Luffy breaks down, the entire feel of the show takes a whole new direction for a while.
Then there’s
the PS2 game Ico, possibly the polar opposite of One Piece. The game is about
Ico, a boy with horns exiled from his town and locked in a labyrinth, and
Yorda, a girl who speaks a strange foreign language and is also locked in the
labyrinth, for reasons unknown. Ico must guide Yorda out of the labyrinth with
him, a task made increasingly difficult by numerous shadow-beings hunting Yorda
(and the fact that Yorda is kind of a huge wuss).This is literally the only
setup we receive, and very little is revealed throughout the game. In fact, the
only way we know Ico was exiled because of his horns is because it says so in
the manual. This is bordering on an avatar/actor scenario; an ‘actor’ being a
character the player actually plays as,
and an avatar being simply an incarnation of the player oneself in the game
world. In order for an actor-type character to be effective, they have to have
a lot of just that: character. They must be accessible for us as an audience.
Yet, in this situation, Ico is certainly an actor-type character, yet we know
very little about him, even his personality. But somehow you do connect with Ico- possibly through
Yorda. That is, rather than connecting with either one character, you feel for
the bond between Ico and Yorda, who despite having just met and not even
speaking the same language, neither understanding why the other is sealed in
the same situation, develop a strong bond and the need to protect one another. Just watch the cutscene of when they first meet, at the start of the game (skip to 9:05).
There
is little to say about voice-acting since the whole game contains all of about
5 lines of speech, none of which is in any real language (aside from Yorda’s
mysterious language, subtitles to which are only unlocked after completing the
game once, Ico speaks a fictional language that apparently was derived from a
combination of Japanese and Pig-Latin). And in these few lines of speech, it’s
impossible to gauge either characters personality. However, it’s easy to pick
up on Ico’s strong will and willingness to protect Yorda no matter what, and
Yorda’s complete kind gentleness without the use of script at all. This is
partly visual- both are complete opposites in appearance, Ico looking scruffy
and boyish while Yorda’s skin and dress are both such a pale white she
practically glows all the time. But it’s also partly down to the life-like animation;
there’s something endearing about the way Yorda shakes her head and backs up if
Ico calls her down from a ledge that’s too high to jump, for example. And so
much detail is put into the AI; when you step outside, if there’s a bunch of
birds nearby, Yorda will playfully run toward them and watch them fly away,
sometimes turning to Ico and pointing at the birds (it’s adorable). You grow to
somehow know both characters personalities despite almost without words at all.
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