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Public Lead - 9794899 - Voice over needed for a video game character

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Public Lead - 9794899 - Voice over needed for a video game character 
9794899
I am casting for the lead role of a videogame (as well as a few tiny bit parts). The person I cast must be a convincing actor. This character speaks to himself (internal thoughts) most of the time - ala Max Payne, although occasionally he makes out-loud comments. I’ve tried to give the mercenary a Sawyer-from-Lost meets Phil Mitchell attitude and tone in his dialogue. Other descriptors - Gritty mercenary voice. Hard, rough - down to earth - bruce willis / indiana jones. Mid atlantic or slight english accent.
This script is in a word document format and is for one level of the game. Obviously casting this will lead to significantly more voicework as the game continues in its development.
The script that is attached contains a lot of notes and descriptions of the environment/other characters etc..
There are a total of about 60 lines...mostly very short comments. We would need several takes on each line for variety.
Also, you may notice there are a couple of other small parts for imps (weird character voices...I can also possibly process the voices somewhat here in my studio), as well as a small part at the very end of the script that needs to be done in "The Gauntle Guy" voice. Gauntlet was a classic standup arcade game that had a computer generated voice...and we are looking to emulate that voice. For those of you who might remember..."Elf needs food badly!".
Anyhow, the small bit parts are secondary to the main character, but if anyone cares to give these parts a whirl we can come up with a fair price if I like what I hear.
Look forward to listening.
Thanks,
 
Jun 28, 2006 15:40:29 (GMT -05:00) Eastern Time (US & Canada)
Jul 06, 2006 00:00:00 (GMT -05:00) Eastern Time (US & Canada) 
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0 direct invitation(s) have been sent by the voice seeker resulting in 0 audition(s) and/or proposal(s) so far.

Project Parameters

None
To be defined
IVR, voicemail, phone systems, and on-hold messages
  
Not defined
English - British
Not defined
Middle Age Male
• Phone Patch AND
• Audio files must be delivered via FTP
There are no special pre-, post-, or production requirements for this project.
Not defined
Not defined

Script Details

Yes
Heroes
Publisher Demo Level Narrative

Notes: V.O. denotes Max-Payne style internal-thoughts. If a line is not marked as a V.O. then it should be recorded as an out-loud comment. As suggested, I’ve tried to give the mercenary a Sawyer-from-Lost meets Phil Mitchell attitude and tone in his dialogue. He’s just a guy trying to do his job. Italics denote emphasis on certain words.

1 – Start
Location description: The demo level opens on the plateau below the first set of steps near the temple-style doorway. Note: The doorway does not lead anyway, it’s purely aesthetic.
Notes for Simon: Show-off the doorway details before continuing down the steps.

1.1 – Down the steps
Location description: The main set of steps that lead down towards the inner-cave on the right-hand side.
Simon: Allow for character’s V.O.

Whilst the mercenary is walking down the steps

MERCENARY(V.O.)
“[Sighs] Another day, another dungeon. Let’s just get in, get out, get paid!”


2 – Inner cave
Location description: The cave to the right of the character as they descend the steps. It’s a sun-dappled cave, containing greenery and seemingly peaceful squid-like creatures which are rooted to the rocky floor. This cave doesn’t lead anywhere, but it will show off the transparency graphics and movement used for the squid-creatures and the lighting system.
Notes for Simon: Allow for character’s V.O. then draw attention to the various features in the cave. Then allow the character to get gradually closer to the squid-creatures, until one of them reveals its teeth and lashes out.

The mercenary enters the inner-cave

MERCENARY(V.O.)
“What do we have here, then?”






The mercenary nears the squid-creatures

MERCENARY(V.O.)
“Uggg! Not the kinda thing you want to see straight after breakfast!”


The mercenary moves closer to one of the squid-creature which turns to face him and makes a soft purring, burbling noise.
MERCENARY
“Hey, you’re not so bad.”


The mercenary moves even closer to the squid-creature, and it suddenly reveals a mouth of razor-sharp teeth and attempt to bite him.

MERCENARY
“Woah! You little...”


As the mercenary is leaving the cave

MERCENARY (V.O)
“Nothing in here I fancy going up against!”


3 – T junction
Location description: Travelling from the inner cave to the start of the mine area
Notes for Simon: Allow for the character’s V.O.

MERCENARY (V.O)
“Bet I’ll be down here for a while...Knew I should have bought a pie off that innkeeper!”


4 – Start of mine area
Location description: This is where the cave-style environment starts to look more like a traditional mining area.
Notes for Simon: Allow for character’s V.O.

MERCENARY (V.O)
“This looks more promising... must be a goblin mine.”

4.1 - Hearing the imps
Location description: A short way into the mining area
Notes for Simon: Pause for imp chattering dialogue. Note: Imps speak quite quickly and have rather squeaky voices, and not particularly good grammar, although we will still need to understand what they’re saying!

IMP #1
“Hey, goblin’s gone! Let’s thieve his lunch! [giggles]”

IMP #2
“I want cheese!”

IMP #1
“I saw first!”

IMP #2
“You have bread!”

IMP #1
“Bread gives me wind!”


The imps suddenly hear the mercenary approaching.

IMP #2
“Hey, what that?”


5 – Seeing the imps
Location description: Just in front of the goblin miner’s office. This is where we see two imps scuttling out from the office carrying a large piece of bread and a large piece of cheese.
Notes for Simon: Pause for visuals on the imps and subsequent outburst from our chap.

On seeing the two imps run across his path, one carrying some cheese the other carrying some bread.

MERCENARY
“Sodding imps!”


The imps pause briefly, look at each other, shrug and run off into a crack in the wall.

MERCENARY (V.O)
“Hate ‘em! Always gettin’ stuck to your boots!”

6 – Goblin miner’s office
Location description: The inside of the goblin miner’s office. The goblin won’t be around (having climbed up a ladder and into the level above) but this will be a cosy little nook off life; pictures on the wall, a dropped pipe still smoking, a kettle boiling away, evidence of muffin toasting.
Notes for Simon: Pause for character’s V.O. Then draw attention to the details in the room, this is the place to really expand on the sim-dungeon side of the game.

The mercenary enters the goblin miner’s office. The noise of faint little goblin footsteps can be heard coming from above.

MERCENARY
“Hmmmm cosy!”


7 – Bats!
Location description: Deeper into the mining area, shortly after passing the goblin miner’s office, a flock of bats will fly down the tunnel and passed our character. Note will there be character animation to accompany this such as crouching, covering his head, waving the bats away?
Notes for Simon: Pause for character’s V.O.

MERCENARY (V.O)
“Something down there spooked those bats.”


8 – Start of the dungeon area
Location description: This is where we move from the mining area into a more structured dungeon area, with columns, stone flooring and less-crude torches.
Notes for Simon: Pause for character’s V.O. then draw attention to the details of the new area.
MERCENARY (V.O)
“What’s going on here? Wonder what happened to the mine.”


8.1 – Triggering the trap
Location description: Just inside the dungeon area the character will trigger an avalanche of skulls when he steps on a fake step. The skulls will push him down the stairs and into a spike pit. The character will lose some health, but will stand up and shake the skulls off him.
Notes for Simon: Pause for characters outburst

As the skulls fall down


MERCENARY (V.O)
“Oh buuugggerr...!”


9 – After the trap
Location description: Between the flight of stairs after the skull trap and the pentagram crossroads.
Notes for Simon: Let the character muse on what has just happened.

As the mercenary is ascending the steps and leaving the trap area.

MERCENARY (V.O)
“Fake step...oldest trick in the book and I fell for it! Get it together, idiot!”


10 – Pentagram Crossroads
Location description: This is a crossroads area with a pentagram on the floor and a large lamp swinging from the ceiling.
Notes for Simon: Pause for character dialogue on seeing the pentagram on the floor. Then turn the character right towards the cleaning imp in the arena area and allow for dialogue, then take the left path up towards the death ape cage.

The mercenary reaches the pentagram crossroads

MERCENARY (V.O)
“A pentagram! Damn necromancy! I really shouldn’t have taken this job!


The mercenary turns towards the battle arena area and sees the cleaning imp who is sweeping the floor with a wheelbarrow full of body parts next to him.

MERCENARY (V.O)
“I’ll deal with him later.”


The mercenary turns back towards the death ape corridor.

MERCENARY (V.O)
“Let’s try this way.”


10.1 – Death Ape cage corridor

Location description: Between the pentagram crossroads and the death ape cage.
Notes for Simon: Pause for character’s V.O.

As the mercenary is walking up towards the death apes’ cage

MERCENARY (V.O)
“Skin’s getting cold...”


As he gets nearer to the cage

MERCENARY (V.O)
“I’ve got a bad feeling about this...”


11 – Death Ape cage
Location description: This is a dark area at the end of the left-hand corridor, inaccessible by bars. There are strange animalistic noises coming from within, but without a light source it’s impossible to see what is making them.
Notes for Simon: Allow for character V.O. and action as he draws a sunburst firework out of his jacket, lights it and throws it in between the bars, revealing the Death Apes. Allow for character’s outburst and draw attention to the lighting dynamics. Note: The firework should burn for a little (like a flare) whilst illuminating the apes and driving them crazy.

The mercenary reaches the darkened cage.

MERCENARY (V.O)
“The cold’s coming from in there...can’t see a damn thing though.”

MERCENARY (V.O)
“Let’s light things up a little.”

The Mercenary reaches into his jacket and pulls out a sunburst firework which works a bit like a flare. He chucks it into the cage and it illuminates a load of Death Apes who snarl and throw themselves at the bars.

MERCENARY
“What the hell?”


After the mercenary turns to go back down the death ape corridor
MERCENARY(V.O.)
“Man, I’m too old for this death crap!”


12 – Temple doors open
Location description: Back at the crossroad area, this time drumming can be heard and then the doors to the temple slowly swing open.
Notes for Simon: Direct the character in front of the doors, allow for V.O. reaction to the drumming and to the doors opening.

After the drumming starts

MERCENARY(V.O.)
“Where’s that drumming sound coming from?”


After the temple doors swing open

MERCENARY(V.O.)
“Looks like trouble.”


12.1 – Inside the temple
Location description: Inside the temple there is a creature banging a large drum, which seems to be summoning ominous glowing green clouds.
Notes for Simon: Pause for V.O. from the character and then try chucking a few knives at the creature, when that doesn’t work (V.O reaction), then try an ice-burst firework which will freeze the creature, stop the drumming and the clouds. The character can then escape the room. Go back to location 10 and then towards location 14, where you previously spotted the imp cleaner.

After entering the temple.

MERCENARY(V.O.)
“Yup, I was right...trouble!”


The doors close behind the mercenary.

MERCENARY(V.O.)
“Uh oh... what’s this guy up to?”


The green clouds start appearing.

MERCENARY(V.O.)
“Not good. Better stop him before he summons anything with more substance.”


The mercenary takes out some throwing knives and hurls them at the creature. These make little impact on the creature and he continues drumming.

MERCENARY(V.O.)
“Hmmm, knives don’t work. Let’s try something with a little more kick.”


The mercenary takes out an ice-burst firework and throws it at the creature. This freezes him in position and stops the drumming. The green clouds disappear and the doors open again.

MERCENARY
“Time to get out of here!”


13 – Off to feed the Death Apes!
Location description: A little way down the right-hand corridor, off the pentagram crossroads (if you’re facing the temple doors) just before the battle arena.
Notes for Simon: Pause to hear the sound of Death Apes snarling in the distance and continue down the battle arena corridor, then to watch the imp cleaner throw a soggy limb into his wheelbarrow (with its squeaky wheel) and then rush off towards the Dead Apes’ cage.

When the mercenary reaches the pentagram crossroads again, the snarling of the death apes can be heard in the background.

He walks further down the corridor towards the battle arena. We can see the little imp cleaner clearer now. The imp stops sweeping picks up a severed arm and chucks it, with a squelching noise, into his wheelbarrow. He starts to push it towards the mercenary and the front wheel starts squeaking. Suddenly we hear the Death Apes snarling again:

CLEANING IMP
“I’m coming... I’m coming!”


He runs passed the mercenary, the wheel squeaking frantically. The squeaking disappears into the darkness. Shortly afterwards the sounds of snarling fill the air and we can hear the Imp’s voice over the top:



CLEANING IMP
“There we go my lovelies...feeding time!”


We hear the sounds of Death Apes fighting over body parts.

CLEANING IMP
“That’s it... that’s it... Hey! That’s my hand. Let go!”


The snarling gets more ferocious.

CLEANING IMP
“Waaaahhh aggggg nooo. Aaaggggg!”

The snarls die away.

13.1 – The battle arena
Location description: A large arena, with blood stains on the floor and a few odd limbs and bones swept into the corners.
Notes for Simon: Pause for V.O. then this will lead on to demoing the combat animations.

The mercenary walks into the centre of the arena.

MERCENARY (V.O.)
“Looks like a combat arena. Might as well exercise the old sword arm!”

General banalities
These are random musing lines for the mercenary that could be inserted anywhere in the demo where there’s free air-time.
MERCENARY (V.O.)
“Must remember mother’s birthday next week - Hmmm maybe this place has some ornaments I can liberate.”

MERCENARY (V.O.)
“Damn it, my back’s aching! bloody bed was too hard!”


MERCENARY (V.O.)
“This belt feels a little tight. Maybe I’m putting on weight...gotta cut back on the pies.”

MERCENARY (V.O.)
“I hope I’ll see some decent action in this place, been sitting on my arse for too long!”

MERCENARY (V.O.)
“Did I leave that kettle on the fire? I’m sure I took it off ... or did I? Damn, don’t want to burn another one.”

MERCENARY (V.O.)
“I should have asked for more gold!”

Combat dialogue
(Delete the ones you don’t like!)

Melee attack - Successful hit
Note: These lines should be rotated for the demo, but in the full game there should only be a set chance of them playing. They should be said after the hit has been a success.

“It’ll soon be dead...again!”
“I’ve still got it!”
“Yeeees!”
“You’re an ugly looking thing!”
“This’ll be easy!”

Range attack - Successful hit
(Note: As for Melee attack)

“Got my eye in then!”
“Gotta love doing distance damage!”
“I got more where that came from!
“Nice shot!”
“Stay back!”

Unsuccessful hit (either melee or range)
Note: These should be said after the attack has been a failure.

“Damn it!”
“Get it together!”
“You fool!”
“Missed!”
“Scheeesh!”

Enemy death
Note: These should be said after the enemy dies.

“Down you go!”
“Stay dead this time!”
“You’d better not get back up!”
“You messed with the wrong guy!”
“Ha! Being dead to start with didn’t help ya!”

Successfully hit by Death Ape/enemy
Note: This should be said after the character has been hit.

“You got lucky!”
“Concentrate, idiot”
“Don’t give it a chance!”
“Pull yourself together.”
“This thing’s strong!”

Head-butt
Note: These should be said directly before the move is executed or as it’s being executed.

“Stitch this!”
“How about a mouth fulla teeth?”
“Headshot!”

Simon’s Notes

The following to be said on reaching the marked combat trial areas. Final speech to be said upon seeing the big troll at the very end!

Rob
Said in the voice of The gauntlet guy – “Red Elf needs food badly”

“Close Combat”
“Melee combat”
“Ranged combat”
“Magic attack”
“Turbo attack”
“Hero needs health badly”
“Hero is about to die.”
“Your Hero is about to die.”
//Ends//
 
MERCENARY
“Hey, you’re not so bad.”


The mercenary moves even closer to the squid-creature, and it suddenly reveals a mouth of razor-sharp teeth and attempt to bite him.

MERCENARY
“Woah! You little...”


As the mercenary is leaving the cave

MERCENARY (V.O)
“Nothing in here I fancy going up against!”


3 – T junction
Location description: Travelling from the inner cave to the start of the mine area
Notes for Simon: Allow for the character’s V.O.

MERCENARY (V.O)
“Bet I’ll be down here for a while...Knew I should have bought a pie off that innkeeper!”


4 – Start of mine area
Location description: This is where the cave-style environment starts to look more like a traditional mining area.
Notes for Simon: Allow for character’s V.O.

MERCENARY (V.O)
“This looks more promising... must be a goblin mine.”

4.1 - Hearing the imps
Location description: A short way into the mining area
Notes for Simon: Pause for imp chattering dialogue. Note: Imps speak quite quickly and have rather squeaky voices, and not particularly good grammar, although we will still need to understand what they’re saying!

IMP #1
“Hey, goblin’s gone! Let’s thieve his lunch! [giggles]”

IMP #2
“I want cheese!”

IMP #1
“I saw first!”

IMP #2
“You have bread!”

IMP #1
“Bread gives me wind!”


The imps suddenly hear the mercenary approaching.

IMP #2
“Hey, what that?”


5 – Seeing the imps
Location description: Just in front of the goblin miner’s office. This is where we see two imps scuttling out from the office carrying a large piece of bread and a large piece of cheese.
Notes for Simon: Pause for visuals on the imps and subsequent outburst from our chap.

On seeing the two imps run across his path, one carrying some cheese the other carrying some bread.

MERCENARY
“Sodding imps!”


The imps pause briefly, look at each other, shrug and run off into a crack in the wall.

MERCENARY (V.O)
“Hate ‘em! Always gettin’ stuck to your boots!”

6 – Goblin miner’s office
Location description: The inside of the goblin miner’s office. The goblin won’t be around (having climbed up a ladder and into the level above) but this will be a cosy little nook off life; pictures on the wall, a dropped pipe still smoking, a kettle boiling away, evidence of muffin toasting.
Notes for Simon: Pause for character’s V.O. Then draw attention to the details in the room, this is the place to really expand on the sim-dungeon side of the game.

The mercenary enters the goblin miner’s office. The noise of faint little goblin footsteps can be heard coming from above.

MERCENARY
“Hmmmm cosy!”


7 – Bats!
Location description: Deeper into the mining area, shortly after passing the goblin miner’s office, a flock of bats will fly down the tunnel and passed our character. Note will there be character animation to accompany this such as crouching, covering his head, waving the bats away?
Notes for Simon: Pause for character’s V.O.

MERCENARY (V.O)
“Something down there spooked those bats.”


8 – Start of the dungeon area
Location description: This is where we move from the mining area into a more structured dungeon area, with columns, stone flooring and less-crude torches.
Notes for Simon: Pause for character’s V.O. then draw attention to the details of the new area.
MERCENARY (V.O)
“What’s going on here? Wonder what happened to the mine.”


8.1 – Triggering the trap
Location description: Just inside the dungeon area the character will trigger an avalanche of skulls when he steps on a fake step. The skulls will push him down the stairs and into a spike pit. The character will lose some health, but will stand up and shake the skulls off him.
Notes for Simon: Pause for characters outburst

As the skulls fall down


MERCENARY (V.O)
“Oh buuugggerr...!”


9 – After the trap
Location description: Between the flight of stairs after the skull trap and the pentagram crossroads.
Notes for Simon: Let the character muse on what has just happened.

As the mercenary is ascending the steps and leaving the trap area.

MERCENARY (V.O)
“Fake step...oldest trick in the book and I fell for it! Get it together, idiot!”


10 – Pentagram Crossroads
Location description: This is a crossroads area with a pentagram on the floor and a large lamp swinging from the ceiling.
Notes for Simon: Pause for character dialogue on seeing the pentagram on the floor. Then turn the character right towards the cleaning imp in the arena area and allow for dialogue, then take the left path up towards the death ape cage.

The mercenary reaches the pentagram crossroads

MERCENARY (V.O)
“A pentagram! Damn necromancy! I really shouldn’t have taken this job!


The mercenary turns towards the battle arena area and sees the cleaning imp who is sweeping the floor with a wheelbarrow full of body parts next to him.

MERCENARY (V.O)
“I’ll deal with him later.”


The mercenary turns back towards the death ape corridor.

MERCENARY (V.O)
“Let’s try this way.”


10.1 – Death Ape cage corridor

Location description: Between the pentagram crossroads and the death ape cage.
Notes for Simon: Pause for character’s V.O.

As the mercenary is walking up towards the death apes’ cage

MERCENARY (V.O)
“Skin’s getting cold...”


As he gets nearer to the cage

MERCENARY (V.O)
“I’ve got a bad feeling about this...”


11 – Death Ape cage
Location description: This is a dark area at the end of the left-hand corridor, inaccessible by bars. There are strange animalistic noises coming from within, but without a light source it’s impossible to see what is making them.
Notes for Simon: Allow for character V.O. and action as he draws a sunburst firework out of his jacket, lights it and throws it in between the bars, revealing the Death Apes. Allow for character’s outburst and draw attention to the lighting dynamics. Note: The firework should burn for a little (like a flare) whilst illuminating the apes and driving them crazy.

The mercenary reaches the darkened cage.

MERCENARY (V.O)
“The cold’s coming from in there...can’t see a damn thing though.”

MERCENARY (V.O)
“Let’s light things up a little.”

The Mercenary reaches into his jacket and pulls out a sunburst firework which works a bit like a flare. He chucks it into the cage and it illuminates a load of Death Apes who snarl and throw themselves at the bars.

MERCENARY
“What the hell?”


After the mercenary turns to go back down the death ape corridor
MERCENARY(V.O.)
“Man, I’m too old for this death crap!”


12 – Temple doors open
Location description: Back at the crossroad area, this time drumming can be heard and then the doors to the temple slowly swing open.
Notes for Simon: Direct the character in front of the doors, allow for V.O. reaction to the drumming and to the doors opening.

After the drumming starts

MERCENARY(V.O.)
“Where’s that drumming sound coming from?”


After the temple doors swing open

MERCENARY(V.O.)
“Looks like trouble.”


12.1 – Inside the temple
Location description: Inside the temple there is a creature banging a large drum, which seems to be summoning ominous glowing green clouds.
Notes for Simon: Pause for V.O. from the character and then try chucking a few knives at the creature, when that doesn’t work (V.O reaction), then try an ice-burst firework which will freeze the creature, stop the drumming and the clouds. The character can then escape the room. Go back to location 10 and then towards location 14, where you previously spotted the imp cleaner.

After entering the temple.

MERCENARY(V.O.)
“Yup, I was right...trouble!”


The doors close behind the mercenary.

MERCENARY(V.O.)
“Uh oh... what’s this guy up to?”


The green clouds start appearing.

MERCENARY(V.O.)
“Not good. Better stop him before he summons anything with more substance.”


The mercenary takes out some throwing knives and hurls them at the creature. These make little impact on the creature and he continues drumming.

MERCENARY(V.O.)
“Hmmm, knives don’t work. Let’s try something with a little more kick.”


The mercenary takes out an ice-burst firework and throws it at the creature. This freezes him in position and stops the drumming. The green clouds disappear and the doors open again.

MERCENARY
“Time to get out of here!”


13 – Off to feed the Death Apes!
Location description: A little way down the right-hand corridor, off the pentagram crossroads (if you’re facing the temple doors) just before the battle arena.
Notes for Simon: Pause to hear the sound of Death Apes snarling in the distance and continue down the battle arena corridor, then to watch the imp cleaner throw a soggy limb into his wheelbarrow (with its squeaky wheel) and then rush off towards the Dead Apes’ cage.

When the mercenary reaches the pentagram crossroads again, the snarling of the death apes can be heard in the background.

He walks further down the corridor towards the battle arena. We can see the little imp cleaner clearer now. The imp stops sweeping picks up a severed arm and chucks it, with a squelching noise, into his wheelbarrow. He starts to push it towards the mercenary and the front wheel starts squeaking. Suddenly we hear the Death Apes snarling again:

CLEANING IMP
“I’m coming... I’m coming!”


He runs passed the mercenary, the wheel squeaking frantically. The squeaking disappears into the darkness. Shortly afterwards the sounds of snarling fill the air and we can hear the Imp’s voice over the top:



CLEANING IMP
“There we go my lovelies...feeding time!”


We hear the sounds of Death Apes fighting over body parts.

CLEANING IMP
“That’s it... that’s it... Hey! That’s my hand. Let go!”


The snarling gets more ferocious.

CLEANING IMP
“Waaaahhh aggggg nooo. Aaaggggg!”

The snarls die away.

13.1 – The battle arena
Location description: A large arena, with blood stains on the floor and a few odd limbs and bones swept into the corners.
Notes for Simon: Pause for V.O. then this will lead on to demoing the combat animations.

The mercenary walks into the centre of the arena.

MERCENARY (V.O.)
“Looks like a combat arena. Might as well exercise the old sword arm!”

General banalities
These are random musing lines for the mercenary that could be inserted anywhere in the demo where there’s free air-time.
MERCENARY (V.O.)
“Must remember mother’s birthday next week - Hmmm maybe this place has some ornaments I can liberate.”

MERCENARY (V.O.)
“Damn it, my back’s aching! bloody bed was too hard!”


MERCENARY (V.O.)
“This belt feels a little tight. Maybe I’m putting on weight...gotta cut back on the pies.”

MERCENARY (V.O.)
“I hope I’ll see some decent action in this place, been sitting on my arse for too long!”

MERCENARY (V.O.)
“Did I leave that kettle on the fire? I’m sure I took it off ... or did I? Damn, don’t want to burn another one.”

MERCENARY (V.O.)
“I should have asked for more gold!”

Combat dialogue
(Delete the ones you don’t like!)

Melee attack - Successful hit
Note: These lines should be rotated for the demo, but in the full game there should only be a set chance of them playing. They should be said after the hit has been a success.

“It’ll soon be dead...again!”
“I’ve still got it!”
“Yeeees!”
“You’re an ugly looking thing!”
“This’ll be easy!”

Range attack - Successful hit
(Note: As for Melee attack)

“Got my eye in then!”
“Gotta love doing distance damage!”
“I got more where that came from!
“Nice shot!”
“Stay back!”

Unsuccessful hit (either melee or range)
Note: These should be said after the attack has been a failure.

“Damn it!”
“Get it together!”
“You fool!”
“Missed!”
“Scheeesh!”

Enemy death
Note: These should be said after the enemy dies.

“Down you go!”
“Stay dead this time!”
“You’d better not get back up!”
“You messed with the wrong guy!”
“Ha! Being dead to start with didn’t help ya!”

Successfully hit by Death Ape/enemy
Note: This should be said after the character has been hit.

“You got lucky!”
“Concentrate, idiot”
“Don’t give it a chance!”
“Pull yourself together.”
“This thing’s strong!”

Head-butt
Note: These should be said directly before the move is executed or as it’s being executed.

“Stitch this!”
“How about a mouth fulla teeth?”
“Headshot!”

Simon’s Notes

The following to be said on reaching the marked combat trial areas. Final speech to be said upon seeing the big troll at the very end!

Rob
Said in the voice of The gauntlet guy – “Red Elf needs food badly”

“Close Combat”
“Melee combat”
“Ranged combat”
“Magic attack”
“Turbo attack”
“Hero needs health badly”
“Hero is about to die.”
“Your Hero is about to die.”
//Ends//
 
Please note that you should only use the script or your recording of it for auditioning purposes. The script is property, unless otherwise specified, of the voice seeker and it is protected by international copyright laws.

Voice-Seeker Details

19846
Sign in to display the company name (if applicable)
Mar 09, 2006
10

40


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