Arc Raiders devs Embark insist that using genAI for voice lines was necessary, as "actors would just go crazy if they had to read all of that"
Embark Studios defends AI voice lines in *Arc Raiders*, citing actor availability, while replacing some with recorded performances after backlash and financial success.
Embark Studios’ chief creative officer Stefan Strandberg asserts the company does not aim to replace actors, despite using AI to generate voice lines in *Arc Raiders* based on recorded performances. The decision followed criticism over the game’s reliance on AI-generated dialogue, which Strandberg frames as a response to the impracticality of coordinating actors for every possible in-game scenario. Audio director Bence Pajor argues that the game’s dynamic ping system created an unmanageable volume of potential voice lines, making AI a necessary workaround to avoid overwhelming voice actors.
Voice actresses Jo Rideout and Diana Gardner, who portray Shani and Celeste in *Arc Raiders*, discuss their experiences with the hybrid recording and AI generation model. Gardner highlights the flexibility of only needing to record short call-outs, allowing her to balance other projects, while Rideout emphasizes the fairness of her contract. Both voice actors express mixed feelings about the final product, with Gardner noting she cannot fully claim ownership of the AI-generated performances despite her recorded contributions.
Embark Studios’ CEO Patrick Söderlund previously stated the company would replace AI-generated lines with recorded performances after *Arc Raiders* generated significant revenue. The shift followed widespread criticism of the game’s AI voice lines, mirroring similar backlash over AI dialogue in their prior title, *The Finals*. Embark’s decision to revert to recorded performances suggests a pragmatic response to financial success rather than a principled stance on actor compensation.
Critics argue that Embark’s use of AI voice lines reflects a broader industry trend of prioritizing cost-cutting over actor welfare, despite claims to the contrary. Games like *Disco Elysium* and *Baldur’s Gate 3* have managed extensive dialogue without AI, demonstrating that actor availability is not an insurmountable challenge. Embark’s approach, framed as a solution to logistical hurdles, raises questions about the long-term impact on voice actors and the integrity of performance ownership in game development.