REVEALED: How Joanna Dark’s New Voice Actor Is Changing The Gaming Industry Forever

Alix Wilton Regan made her debut in video game acting as Ariane in Runescape way back in 2001. Later, she re-entered the gaming industry in 2009, taking on various characters in Dragon Age: Origins and Risen. To date, she has been credited in 45 different games that have already been released and is slated to appear as Joanna Dark in the remake of Perfect Dark, with other roles yet to be confirmed. Over the past year or so, she has also provided the final lines for The Inquisitor in Dragon Age: The Veilguard, and served as executive producer on Tales of Kenzera: Zau.

As a passionate admirer, I couldn’t help but share my excitement after hearing about Wilton Regan’s recent BAFTA win in the Game Beyond Entertainment category for Tales of Kenzera: Zau. Game Rant had a chance to chat with her, and I was captivated by the insights she shared about that magical moment, her journey, and The Pixel Pack – a remarkable group of actors striving for greater respect, acknowledgment, and protection within our cherished gaming industry.

Regan beautifully articulated the importance of actors in bringing characters to life, an essence that resonated deeply with me. To give you a glimpse, here’s a condensed version of their conversation, expertly edited for clarity and concision.

Tales of Kenzera: Zau at the BAFTAs

Question: Regarding the Tales of Kenzera: Has it been some time since Zau received the BAFTA award for Game Beyond Entertainment? Could you share your current emotions about this recognition?

A: To put it straight, I was overjoyed to tell you. Winning that award was particularly significant for me because Zau, in my view, transcends mere entertainment. It’s a profound narrative about coping with grief following the loss of a parent, an experience that many can relate to sadly. The Game Beyond Entertainment category was the one I had my heart set on winning, and when we triumphed last night, I was absolutely elated.

To put it plainly, I wasn’t focusing on the stage or the speaker at all. Instead, I had swiveled completely to my left, gazing upward at the seating area behind me, hoping to catch a glimpse of Abu’s face if we won. And then, miraculously, we did win, and I couldn’t believe it when I saw my best friend and collaborator receive a BAFTA. It was simply breathtaking.

A: In creating our game, we aim to transcend mere entertainment and provide an immersive, transformative experience for players. We want our game to have a deeper impact, offering more than just fun and amusement; it’s about fostering personal growth, emotional connections, and sparking thought-provoking conversations among the player community.

In developing the game, we placed a strong emphasis on maintaining the integrity of Abu’s vision. This was crucial to us all, given our personal connection with him, our admiration, and our faith in his work. During the creation process, it was essential that we stayed faithful to his values, his artistic identity, and his concept for Zau.

The focus was on conveying a significant message about dealing with grief, particularly the loss of a parent, which Abu encountered at a younger age than many. Our aim was to create an engaging game that would allow players to explore and understand this experience. While everyone may not have gone through parental loss, grief is something relatable to us all. I consider myself fortunate as my parents are still alive, but I’ve certainly lost loved ones. Death is an inevitable aspect of life.

In simpler terms, I believe the core theme of Zau is that death is inherent in life. Playing Zau offers a moving, therapeutic experience thanks to its stunning visuals and music that resonate deeply with the game. Essentially, it’s the blend of these elements that makes Zau such an immersive and emotionally charged game. Is that clearer?

A: Could you share some insights about the opportunity to work behind the scenes in this game, which is different from your acting roles? Specifically, I’m curious to know how you landed this position and what sets it apart from your typical work.

I was offered the role, which I consider myself fortunate for. Abu propositioned me with the opportunity to become an executive producer, and I gladly accepted without needing much persuasion.

It seems to me that my role within this project is comparable to that of an executive producer in a movie production. We provided some financial backing and assisted with raising a little bit of the funding. While it’s clear that EA Originals was the primary source of financing, which I believe has been extensively documented, there were also private investments we helped facilitate.

Later on, we reviewed various versions, offering suggestions and comments about animations, character designs, color schemes, music, and more. I also shared some musical ideas with Abu, such as potential musicians, specific songs, and melodies that could fit well within the game. Additionally, we provided feedback on gameplay footage, expressing thoughts, feelings, and constructive criticism regarding what functions effectively, what needs improvement, and so forth.

Essentially, I was present whenever my presence was required. This is because Abu, with his deep understanding of video games, needed space to manifest his ideas. The game wasn’t about me; instead, it was about supporting Abu to realize his vision, which I’m delighted he accomplished. Interestingly, we all get to bask in the glory of the award since it goes to the game itself, meaning all of us share in the BAFTA win. It’s a truly heartwarming feeling, and today there has been an abundance of messages exchanged among producers, supporters of the game, and others. In essence, it’s wonderful.

Absolutely, I appreciate how the BAFTA Awards website lists both the title of the game and its development team for the winners and nominees. It’s refreshing to see this detail, especially when compared to other ceremonies that only mention the game name. Highlighting the development team adds a nice touch to the recognition.

Absolutely, it’s quite impressive. They excel in what they do. I must commend BAFTA for their outstanding efforts in elevating gaming as a whole and recognizing the skills of the British game development sector. Frankly, I admire them greatly for all their accomplishments in this area, especially considering that BAFTA is a charitable organization. Many people may not be aware of this, but organizations like BAFTA help increase awareness about our work.

That’s really awesome. I didn’t know they were a charity.

Yeah, no, not many people do. Exactly.

Alix Wilton Regan’s Career

Q: Do you see yourself taking more development roles in the future?

Without a doubt, I might have started on it already. To answer your question, yes, that’s correct. Furthermore, you can expect me to continue doing so. Keep an eye out for updates.

A: Q: Was Dragon Age: Veilguard nominated for a BAFTA award? Thinking about the games you’ve worked on over the last year or so, could you share some thoughts about your recent career journey?

A: This past year has been incredibly fortunate for me. Back in June, Xbox announced that I will be taking on the role of Joanna Dark for the revival of the Perfect Dark series. With this opportunity to play Joanna Dark, contributing to Zau, and recording the final parts of the Inquisitor character from Dragon Age: Inquisition, who later appears in Dragon Age: The Veilguard, I feel incredibly blessed with my workload this year.

Apart from what I’ve been involved in that’s set to come out later this year, I’m not at liberty to disclose it. However, if you pay close attention to the trailers that have already been released, you might recognize my voice throughout them. That’s as much as I can share for now.

This year has been quite a whirlwind for me, and I can’t help but feel grateful for the good fortune that’s come my way. It’s no secret that the game industry as a whole, and especially studios, have faced challenging times. Many colleagues have found themselves affected by layoffs, restructuring, or shifts in projects. However, I consider myself incredibly fortunate in this period.

Regarding Joanna Dark, I know I can’t reveal a lot, but could you ask about the experience of taking on that character’s role instead?

A: It was truly exciting to get that phone call. An amazing opportunity presented itself that I simply couldn’t turn down – stepping into the role of a renowned British character, a powerful female video game icon. My reaction? “Absolutely, yes! What an incredible offer!

Beyond what I’ve already mentioned, let me clarify that the project is continuously in progress, and experiencing it is an unforgettable adventure. It’s truly outstanding.

Nerding Out Over Dragon Age

Oh, and by the way, when you mentioned the Inquisitor, it reminded me of a time while I was playing The Veilguard. When I encountered the Inquisitor, my wife was asleep, but I woke her up with excitement because I was thrilled to see him.

By any chance, Josh, did you feel that the Inquisitor might return? What were your gut feelings about this, as a games journalist?

As a devoted fan, I’ve always felt that the way Inquisition concluded left room for more. While some might have anticipated reprising our role as the Inquisitor, I didn’t expect that. A new protagonist is an essential element in each game, offering fresh perspectives. However, the story with Solas was far from over, and bringing him back required the presence of the Inquisitor. I’ve been eagerly awaiting the Inquisitor’s return because not only does it make sense given the series’ structure, but also because we saw Hawke in Inquisition, yet the Hero of Ferelden was nowhere to be found. Given these factors, my guess is as good as anyone else’s that you would be returning once they hinted at it in 2018.

Indeed, back in 2018, I didn’t have any recordings, correct? When they hinted at something, my assumption was similar. I found myself saying, “It seems the Inquisitor might show up.

It seemed almost inevitable that the story would unfold in this manner. At various times, I concocted numerous wild theories regarding the Evanuris and their actions related to tearing apart the Veil. There were days when I wholeheartedly identified myself as someone who wanted to tear down the veil.

I was just really excited to be back in the world. I waited a decade!

You and me both, my friend. We both waited a decade, so yeah, that makes two of us.

The Pixel Pack

I’d like to delve into the topic of the Pixel Pack for a moment as well. You and Neil Newbon touched on it briefly during your BAFTAs conversation with Entertainment Weekly. However, I have a different question: what do you think contributes to this significant gap in public perception between video game actors and those in movies or TV?

Joshua, your question about the significant gap within the video game industry is truly perplexing. For over a decade, this issue has puzzled me as a professional in the field, and I must admit, I still don’t fully grasp it. Interestingly, many key figures like myself, Abu, Neil Newbon, and others in the gaming industry are classically trained actors who studied Shakespeare, Arthur Miller, and other plays. Yet, I can’t help but wonder why this divide exists. Frankly, it remains a mystery to me.>

It seems that you are suggesting that some film professionals might not have fully grasped the intricacies of video game scripts and the range of emotional expression needed from actors in this field, possibly due to video games being less mainstream in the past. However, you believe that this perception is shifting, which is a positive development given the significant financial value and influence of the gaming industry compared to other entertainment sectors like Hollywood, Nollywood, and Bollywood. It’s unfortunate that mainstream media coverage of video games hasn’t been as extensive as it should be, but there are signs that this is improving.

As a gamer, it’s become increasingly noticeable how much attention these games are garnering, and while I appreciate their efforts, I can’t help but hope for a shift in perspective. One small change I’d like to see is the way actors involved in video games are labeled. I mean, come on, we all know they’re actors. It doesn’t matter if it’s a video game or not; their job remains the same – bringing characters to life through their performances. That’s it, plain and simple.

It’s unusual to label someone as ‘just a TV actor’. Instead, you may refer to them as an exceptional theater actor, a skilled video game actor in specific titles, or simply an accomplished actor. The medium of the performance doesn’t diminish their talent; they should have the opportunity to work across different platforms. After all, I had the privilege of working with Glenn Close and Jonathan Pryce in The Wife, which was nominated for an Oscar, so my abilities are undeniable. It seems odd that people don’t recognize the successes in the video game world and consider a lead role in a billion-dollar title as a reason to explore other opportunities, such as television roles.

Well, it seems to me that based on what I know, that’s the most likely scenario. Given that I’m not in the role of a casting director or TV/film director, this is my informed speculation, wouldn’t you agree?

Indeed, when people discuss how AI affects the acting profession, they often refer to it as a voice actor. However, in my opinion, it would be more accurate to say that it’s more about speech synthesis or virtual actors.

What makes you do that? Out of interest.

It was the moment when your motion-capture work truly caught my attention…It’s clear that beyond just voicing a character, you’re involved in many aspects I’m not aware of. Unfortunately, his name slips my mind at the moment.

Absolutely! When I engage in performance capture, it’s essentially me – my facial expressions, my voice, and my physical movements – that you see in games like Assassin’s Creed Origins, Medal of Honor, and the character Joanna Dark. It’s all acting, and I just love being a part of bringing these characters to life. By the way, Josh, your curiosity is appreciated! I think I feel so passionate about this because it allows me to create and explore different personas, which is an incredibly rewarding experience for me as an actor.

I believe that certain things become part of our everyday language, even when their original context changes or evolves. For instance, voice acting was initially used for characters like Arthur Morgan from Red Dead Redemption 2. The actor who plays him is open about being called an actor, not just a voice actor, which makes sense to me. Whenever I hear “voice actor,” it feels like Arthur Morgan himself reminding me of this distinction. It’s become a sort of internal echo for me, reinforcing that he’s an actor first and foremost.

When something is done that others can observe and learn from, it’s important to respect the differences that arise. My assumption is that this concept has become widely understood over time. However, I want to emphasize that your work goes far beyond what many, including me, might initially consider. In the case of BG3, we discussed intimacy directors among other topics, which underscores the extensive efforts you make that some may not fully appreciate.

Red Dead Redemption 2’s actor for Arthur Morgan is Roger Clark.

To build upon your argument, I believe the reason we haven’t received as much media attention historically is that compared to film and television, the gaming industry hasn’t garnered as much coverage. However, this trend is shifting, and I think it’s progressing positively. Audiences are fascinated by the behind-the-scenes of video game production; they crave connections with the individuals who breathe life into their characters. You acknowledged it yourself when you expressed your fondness for the Inquisitor, didn’t you? Well, I am Alix Wilton Regan, the creator of the Inquisitor. The Inquisitor wouldn’t exist without me, or the talented writers who craft all their dialogue, the animators who gave her a face, and many others. But most importantly, the Inquisitor wouldn’t exist without me. Actors play a crucial role in the grand scheme, and I think it’s essential to highlight this human element, as it strengthens the bond between creators and fans.

What we’ve been discussing revolves around the specific moment when I shared something with you, which triggered an emotion within you as a player. This is all about the bond between people, and it’s this human-to-human connection that makes video games truly valuable and unique.

Indeed, without a doubt, Dragon Age: Origins left an indelible mark on my gaming journey. Following the epic tale of Dragon Age: Inquisition, the long-awaited return of The Veilguard has me eagerly awaiting its release. Personally, I’d rather endure the wait than trade it for a movie experience.

Yeah? Well, there you go.

A: In simpler terms, when Newbon talks about the Pixel Pack, he emphasizes that by encouraging creativity, education, and activism among us, we can make our joint opinions more powerful. This way, the importance of gaming performance will be acknowledged, appreciated, and safeguarded in the future. So, for me, this means promoting discussions about games, sharing knowledge, and advocating for game creators to ensure their work is valued and protected.

A: Beyond stating that Neil Newbon is both emotionally astute and intellectually sharp, I concur entirely with the statement. You may simply summarize my agreement as ‘Yes, Alix concurs’, since I do agree with all of it. However, let me add a personal perspective: What does this mean to me?

We share stories because each individual, from the most renowned neurosurgeon to the humblest mail carrier, has their own unique tale to impart. Why do we all possess narratives? Simply put, we are born storytellers. What makes every person capable of telling a story, regardless of their profession or background? We’re all human, and it’s our innate desire to connect on a deeper level that allows us to share these stories.

It’s essential to underline that art is a unique human creation, not something produced by robots or AI bots. Though AI can mimic and reproduce human-made art, it lacks the emotional depth inherent in authentic human artistry. Humans have a distinct ability to express our feelings artistically, weave those emotions into narratives, imbue them with meaning, and forge connections with others through our art. I struggle to comprehend why we would want a robot to impede us from doing that.

I strongly feel that AI has its worth in our society, particularly in areas like addressing the climate crisis or improving healthcare, such as spotting minute tumors on MRIs. However, it’s crucial we avoid relying on AI for aspects that define our humanity – emotions, creativity, and experiences that make us uniquely human. If AI starts replacing these elements, I fear we’ll be living in a world lacking depth and richness. Artificial intelligence might never match the emotional impact of Jennifer Hale’s portrayal of Shepard in Mass Effect, for instance. I believe this sentiment resonates with most people intuitively. We should remember that AI is a tool, not a replacement for our humanity.

Hell no.

In simpler terms, it seems highly unlikely that anyone would seriously propose replacing a human artist like Meryl Streep with a robot, as it’s just not practical or sensible. Companies should prioritize and safeguard their talent because it is our energy, creativity, and unique artistic expressions that significantly contribute to their success. After all, artificial intelligence (AI) cannot replicate the distinct qualities that make each of us as individuals and artists special. Therefore, I strongly encourage companies to support and protect us, the artists, for the betterment of everyone involved.

A: If you’re considering entering the video game industry, whether in acting or development, you might be worried about potential layoffs and the impact of AI. Here’s a bit of advice: Embrace the challenges! The gaming industry is ever-evolving, and while there may be obstacles, there are also endless opportunities for growth and innovation. Don’t let fear hold you back – dive in, learn, adapt, and make your mark!

If you’re a coder or an artist at heart, never let anyone impede your path. Don’t listen to those who say ‘no’. Begin your journey right from the computer in your room and amass a group of individuals who share your passion, respect, and faith. Together, you can nurture your vision as a developer, as a creator.

I often advocate for casting actors as they breathe life into characters. It doesn’t matter if they are part of a community theater group or high school drama club, even if they’re teenagers. Use them to bring those roles to life. If you’ve got headgear, facial cameras, and similar tools, there’s no reason you can’t tell your tale. Go out there and do it! Make it a reality.

[END]

Read More

2025-04-12 18:56