Breaking the Silent Sound Barrier of Retro RPGs

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Breaking the Silent Sound Barrier of Retro RPGs

Writer: Christian C.

Games like Star Ocean: The Second Story and Tales of Destiny started to normalize voice acting in combat sequences and skits of JRPGs, even if they were not the first to do so. However, it was not until the latter half of the PS1, N64, and Sega Saturn’s life cycle did gamers started enjoying fully voiced titles in JRPGs like Valkyrie Profile.

But what if you can relive your childhood gaming moments, enhanced with voice acting that was never there? Like breathing even more life into OG FF7 with spoken lines and dialogue? That is the ambition of a few modern fan projects today, utilizing not just the rapidly advancing tech of AI, but also with simple, pure voice acting passion.

The Voice That was Never There

The main breakthrough, of course, is the easy access to AI voice synthesis. You may have heard some of the products of these tools already online in the form of shitposts and memes. Tools like xVASynth have evolved to the point where modders can generate speech by combining text and using just small samples of existing game voices.

 You essentially simply train the AI on whatever voice acting already exists, feed it the target dialogue from the game, and voila! Something of a… somewhat convincing-ish spoken line. I think. Well, to be fair, the emotional accuracy part is still getting there. But at least from the latest samples we can hear online, steady progress is being made.

Of course, even before generative AI, we also have the thank the internet for instant coordination across the globe. Discord servers, community forums, and mod hosting platforms have created an ecosystem where hundreds of volunteers can collaborate on massive projects. Back in the day, a similar endeavor would have required professional studios, six-figure budgets, and lots of going back and forth, even during the early 2000s.

Lastly, we can also thank the retro gaming boom of the last few years. Most of the generation that grew up with late 90s and early 2000s games are now at an age and professional experience levels to tackle these gargantuan passion projects.

There’s also a surprisingly practical corner case modders keep talking about – romance routes. In text-heavy JRPGs and visual novels, companion banter, skits, and “affinity” events live or die on delivery and timing. Teams are starting to stand up scratch tracks with a neutral synth persona, think an AI girlfriend banter pack, to audition hundreds of alternate reads before anyone books a booth. With prosody controls (pace/pitch), emotion tags (soft/serious/tease), and style tokens that persist across scenes, you can stress-test comedic beats, auto-advance windows, and even menu latency without burning actor hours. When the character finally gets cast, that scaffold turns into a shot list: exact emphasis, breaths, and retakes mapped to the engine’s skit system and lip-sync.

Final Fantasy VII (The Original): Anointed Voice Marathon

Echo-S 7 project by team Tsunamods is the brainchild of this project. To date, they have managed to add complete voice acting to the original 1997 Final Fantasy VII. According to official claims, that is about 40+ hours of dialogue that was never meant to be spoken.

Much like CD-restricted JRPGs of that era, FF7 was designed to creatively work around its hardware limitations. Sadly, this also means that there simply wasn’t room for voice files. Echo-S sidestepped this entirely by delivering its audio as compressed, mountable mod packages (.iro) through the 7th Heaven mod manager, rather than trying to embed them into the original disc structure.

This not only bypassed the original file table and space constraints. But, it also allowed for efficient compression of thousands of lines (using lossy codecs tuned for speech, of course) while keeping installation and compatibility manageable via FFNx and ongoing community QA.

What makes this project even more remarkable is its legitimacy. Yes, Tsunamods is actually working with Square Enix’s official blessing tacit tolerance. Imagine what kind of copyright nightmare this would be if it were “that” company (you guys know which we mean). The team has then coordinated and crowdsourced voice actors from around the world, dealing with different accents and languages. The project somehow made it all sync with cutscenes that are older than TikTok.

The Elder Scrolls III: Morrowind: Text Wall Conquest

If Final Fantasy VII represents ambition, Morrowind represents pure insanity. This is because The Elder Scrolls III has more text than most novels. As such, we’re talking about voicing literally thousands of NPCs, quest dialogues, and lore books. The scope is so massive that “daunting” is a superbly astronomical understatement.

So instead of crowdsourced voice acting teams, AI voice synthesis becomes the default choice. What would have taken an official-level project to voice everything, AI can generate for hundreds of characters. The “trick” is that most of the base data came from training it on the existing voice samples of later Elder Scrolls games.

Needless to say, the level of effort to quality check everything is still quite staggering. How do you maintain consistent character voices across thousands of dialogue branches? How do you handle the pacing differences between reading text and listening to speech? How do you prevent volunteer burnout when the project scope feels infinite? These are genuine issues that need to be addressed for a game that was most likely not just limited by text, but was actually optimized for it.

But as you can see, the end result of the actual voices does transform the entire experience of playing the game into something quite “immersive,” especially for its intended development era.

Chrono Trigger: Double Anti-AI Solutions

Chrono Trigger showcases two completely different approaches to the same goal. The Chrono Trigger Voice Mod by STILL takes the purist route. Real voice actors only, no AI, with over 380 NPCs already cast and the script 70% complete. It’s a drag-and-drop installation that works seamlessly with the original game.

Meanwhile, Project: Green Dream started as a fandub movie (think of any “Abridged” series on YouTube) but is considering a transformation into an actual game mod. They’re taking auditions from fans who want to voice NPCs, so yet another effort that would be community-driven.

As you might have heard from the two trailers, STILL’s project represents the craftsmanship approach.. Namely, meticulous attention to quality, professional voice direction, and a commitment to doing it “right” even if it takes years. Project: Green Dream embodies the grassroots spirit. Basically, anyone can contribute, and the community shapes the final product.

Chrono Trigger was an SNES game from 1995, which means this would technically be an even bigger challenge given the hardware constraints. Potential solutions vary from selective implementation (only adding voices in key scenes), to ROM expansion techniques, such as mapping extra memory via SA-1 chip emulation, to add limited voice samples without crashing the game. Though sadly, we have yet to hear what exactly each team plans to do with this aspect of the modding projects.

And The List (Could) Go On…

The funniest thing is that, if not considerably better, some of the AI-generated voices used for these modding projects actually sound almost exactly like the late 90s/early 2000s era of voice acting that defined that gaming period. Well, not exactly your Resident Evil or House of the Dead. But the feel is overall within that same time, if not occasionally hitting the jackpot of a massive upgrade.

As for the projects voiced by actual actors, they are indeed a massive passion project. You can feel the professionalism oozing from the sampled lines, and it instantly makes you excited for what happens next. Like, you don’t just look forward to the completed product, but are also looking forward to other games that might get the same treatment.

In addition, the preservation implications are wild. These voice mods might actually outlast the original games due to a better, higher, and more intimate level of coverage than simply saving them as a ROM. Players in the near future could be exposed to Chrono Trigger or (the original) Final Fantasy VII primarily through these community-enhanced versions, thanks to the publicity of these endeavors.

To top it all off, at least one project was even given de facto permission of the IP owner. Which makes these projects no longer different from other, more granular fan versions of established IPs. If given the chance, and the concept is right, we can expect other text-heavy classic games in the future to be given the same treatment.

As for the AI versus human voices issue, though, that is a subject for another time.

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