Cheap AI voice clones may wipe out jobs of 5,000 Australian actors

Industry group says rise of vocal technology could upend many creative fields, including audiobooks – the canary in the coalmine for voice actors

Voice actors say they’re on the precipice of their work being replaced completely by artificial intelligence, with corporate and radio roles already beginning to be replaced by cheap generative AI clones.

While a high-profile actor like Scarlett Johansson can make the most prominent AI company in the world back down within a day from using her voice likeness in their AI products, everyday actors working on commercials, audiobook and video games worry they risk having their own voices cloned, or miss out on work entirely due to the rise of AI voice clones.

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Uncharted: Legacy of Thieves Collection review – victory tour for feelgood blockbusters

PlayStation 5, PC (forthcoming); Naughty Dog/Sony
Uncharted 4 and Uncharted: The Lost Legacy get a joint re-release reminding us of the greatness of these bombastic action adventures

It’s been long enough since 2016’s Uncharted 4: A Thief’s End came out that I kind of miss Nathan Drake, the breezy, globetrotting, treasure-hunting star of the Uncharted series. In contrast to developer Naughty Dog’s other PlayStation series The Last of Us, a rather harrowing post-apocalyptic meditation on human darkness, Uncharted is a straightforwardly fun and light-hearted action-movie story. You never have to think too hard about what you’re doing or why, and as long as you can surrender your will to the game – for there is little room for improvisation in these climbing puzzles, shootouts and well-acted story scenes – you’ll have a good time.

Back then I was ready to see the back of Nathan Drake. His quips had started to feel predictable, the Indiana Jones setpieces of his global adventures – collapsing ledges, trap-filled tombs, cursed treasure – even more so. This game is a farewell to him, wringing a surprising amount of pathos from the cast and their relationships to each other (particularly Nathan and his wife, Elena, who share an adorable scene in front of a PlayStation in their front room in the opening hours that still hits just as well now). This series had run out of road, with no further far-flung corners of the world or secret character backstories to explore, and in retrospect it is easier to appreciate this as a victory tour for a developer that really mastered the blockbuster cinematic action game.

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The 10 best video games coming in 2022

George RR Martin joins forces with the makers of Dark Souls, ghosts take over in Japan and a Nintendo sequel you could be playing all year

More cultural highlights of 2022

(Xbox One/Series S/Series X, PlayStation 4/5, PC) The long-awaited fantasy epic from Dark Souls’ creators FromSoftware, with narrative input from George RR Martin. It combines a huge, detailed open world, inhabited by everything from dragons and wolves to trolls and patrolling soldiers, with the developer’s signature heart-in-mouth, swords-and-sorcery combat. An intriguing world to discover alone, or with other players.

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Halo Infinite review – old-school blasting in sci-fi ‘Dad’ game

PC, Xbox Series, Xbox One; Microsoft; 343 Industries
The engrossing flagship Xbox shooter returns with its fabled craggy supersoldier and plenty of style but not quite enough bang

Twenty years since Halo: Combat Evolved, Master Chief is still “finishing the fight”. Made infamous by Halo 2’s premature cliffhanger ending, the line is uttered with zero irony at Halo Infinite’s conclusion: it’s become the catchphrase for a series that is travelling in circles, always defaulting to something like the original fable of a craggy supersoldier fighting alien zealots for control of universe-ending Forerunner relics.

Infinite takes place on yet another gorgeous ringworld, where Master Chief teams up with a nervy pilot and a chirpy new AI buddy to battle a renegade group called the Banished. It’s the same old story with the same rousing musical motifs, but the geography has changed: main missions are now threaded through a lush open expanse comparable to that of a Far Cry game, where you’ll tackle sidequests such as hostage rescue, and claim bases that let you fast-travel and rearm. The extra space amplifies Halo’s existing brilliance as a martial playground, defined less by reflexes and accuracy than giddy improvisation, but it’s not quite enough to make this backward-glancing game unmissable.

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Elden Ring – Dark Souls’ creators and George RR Martin team up on an enticing fantasy

Thrilling but not forbidding, Hidetaka Miyazaki’s forthcoming fantasy epic is like Dark Souls meets Zelda: Breath of the Wild

Before Hidetaka Miyazaki was given the job of salvaging his company’s embattled medieval fantasy game Demon’s Souls (2009), he was just another rank-and-file designer. For a child who grew up a voracious reader of sword-and-sorcery genre fiction, directing a grimy fantasy game was a dream. I find a great sense of poetic satisfaction in the fact that Miyazaki – now in his mid 40s and the president of developer FromSoftware, having propelled the company to global success with his demanding, distinctive, haunting and unforgettable games Dark Souls, Bloodborne and Sekiro – has been working with George RR Martin on a fantasy game. It feels like a full-circle moment for the boy who, when he couldn’t understand parts of the fantasy novels he brought home from his local library, used his own imagination to bridge the gaps.

Martin’s role on Elden Ring was completed some time ago – he workshopped the characters and their relationships, which Miyazaki and his team then integrated into the game. Aside from all the swords, Elden Ring bears almost no resemblance to Game of Thrones (it does have dragons, but if there is any complex politicking, skullduggery or mass-murder at weddings to be found here, it’s later in the game than the five hours I played). This game is more fantastical: your character can summon ethereal blades and lightning strikes, characters talk in reverent jargon about “sites of grace” and “the Tarnished”, and your horse is a corporeal ghost. After learning the basics of attacking and defending yourself, you emerge into a world called the Lands Between, where eerily glowing trees extend into the sky like mountains, bathing the forested land below in golden light.

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Resident Evil Village review – nerve-shredding descent into horror

PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X; Capcom
The action careers superbly through spooky gothic castles and underground complexes where monsters and a bloodsucking femme fatale lie in wait

It has been four years since Resident Evil 7 rescued the series from its action-heavy nadir and returned to the roots of survival horror: jump scares, and elaborate puzzles involving unattractive oil paintings. Now, Village seeks to bring back some of the gunplay introduced in Resident Evil 4 without losing the tension and dread. The result is a delightfully schlocky survival horror adventure that makes constant references to earlier games – and will bring much joy to fans.

Things start on an eerily domestic note, with Resident Evil 7 protagonist Ethan Winters and his wife Mia attempting to recover from their horrific experiences in isolated rural Louisiana by moving to … isolated rural eastern Europe. After a gruesome opening, in which Mia is shot and their baby kidnapped, Ethan must set out to discover what fresh hell he has landed in this time. You start out exploring the village of the title, a squalid, diseased little place, all cackling crones and mad-eyed yokels with shotguns, like some nightmarish Borat remake directed by Eli Roth. Most of the inhabitants have been slaughtered by four monstrous local lords at the behest of a cruel demigod. To save his daughter, Ethan must track these bizarre aristocratic sociopaths down to their lairs and kill them.

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Comfort and control: video game recommendations for the ongoing lockdown

From lonely birds to legal eagles, our critics share their favourite digital diversions to combat the boredom and uncertainty of the Covid era

I’m not sure why I keep going back to Cloudpunk (PS4, Xbox, PC, Switch). The sprawling, dystopian city of Nivalis is every bit the future imagined by the cyberpunk fiction of the 1980s, a technocracy full of staggering inequality and endless skyscrapers rising into the clouds, embroidered with neon. I finished the game, in which you play a driver delivering packages in a flying car, months ago. And yet I keep returning to race aimlessly across its gleaming airborne highways and luxe high-rises, soothed by the hum of my engine.

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‘To say, I saved the world – that’s the magic of games’: Bethesda’s Todd Howard

With a background including Elder Scrolls, Fallout and forthcoming epic Starfield, how does the acclaimed developer see games in the next five years?

When you’ve got a discography like Todd Howard’s, full of critically acclaimed games in the Elder Scrolls and Fallout series, it must be hard to pick a favourite. But there is one game he remembers more fondly than anyone else does: the first he ever worked on.

“Terminator: Future Shock,” he says. “When [Bethesda] came to Fallout, people were saying, oh, you’re doing a post-apocalyptic open world! In 3D! But we already did that in Terminator. It’s an underrated game that not a lot of people played. I think Quake came out right afterwards, that might have had something to do with it, and understandably so … Future Shock was made with eight or 10 people and it did a lot of things that no game had done. I remember it got critiqued at the time, which annoyed me to be honest. But now the things it did are commonplace.”

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