For their groundbreaking Star Wars role-playing game Knights of the Old Republic, BioWare and LucasArts made the highly ambitious decision to have a cast of actors voice the gameās entire massive, branching script. That story, excerpted below, is told in the latest entry in the Boss Fight Books series, written by journalist Alex Kane and available this week
With the exception of George Lucas, thereās one name thatās appeared in the credits of more Star Wars games than anyone elseās: Darragh OāFarrell. For more than two decades, heās been the go-to voice-over (VO) director for Star Wars video game projects, in the LucasArts era and beyond.
OāFarrell was working in animation in Los Angeles, circa ā94, when he got wind that LucasArts was on the hunt for a VO director. āThe company could see things were going from floppy disk to CD-ROM,ā he says. āAs a film company, they needed to embrace the talent side of things a little bit more, which is how I ended up starting there.ā OāFarrellās first game was The Dig, a 1995 point-and-click adventure adapted from a story by Steven Spielberg. It starred Robert Patrick, whoād played the villain in Terminator 2, and featured cutscenes by Lucasfilmās renowned visual-effects studio, Industrial Light & Magic. āWe were used to doing games that had like 10,000 lines of [recorded] dialogue, when no other company was really doing that at the time,ā OāFarrell says.
What made the casting and sound departments at LucasArts unique, compared to other internal teams, was that they worked on all of the publisherās titles. With Star Wars games, in particular, music and sound design has always been one of the key pillars holding the larger experience together. Knights of the Old Republic would be no different.
āWe did want to have the BioWare DNA of story, and companion characters that you cared about, and choices that had impact,ā lead designer James Ohlen recalls. āBut we also knew this: We couldnāt do something that was text-heavy like Baldurās Gate or Neverwinter Nights, because Star Wars is a very cinematic experience. And the fan expectations would be different than Dungeons & Dragons fansā expectations. Theyād be less understanding of walls of text and lots of reading, which is why [KotOR] was the first game where all of the non-player characters had full voice-over.ā
OāFarrell remembers an early meeting with producer Mike Gallo and project director Casey Hudson, at which point the plan, he says, was still to do what BioWare had done in the pastāa handful of spoken lines per interaction, with the majority of dialogue being displayed in text form. OāFarrell threw out a suggestion: āWhy donāt we record the whole thing?ā
Gallo and Hudson exchanged glances.
āWe can do that?ā said Hudson.
OāFarrell nodded. āAs long as thereās room on the disc.ā He told them heād work on getting the budget approved; they still had about a year before it would be time to go into the studio.
āIt was one of the most ambitious projects that LucasArts or BioWare had ever attempted,ā Gallo says. āI donāt think BioWare had fully voiced anything in the same way that we were doing with this game. Certainly not that size. It was a huge budget for us, internally. It was a massive undertaking.ā
LucasArts got its moneyās worth, however. Pull up the IMDb entry on Knights of the Old Republic, and youāll be greeted with a veritable whoās who of the voice-over industry. OāFarrell sent audition packets to a number of Hollywood agencies, casting the game largely with veteran actors from film, television, and previous LucasArts titles. A full paper copy of the gameās script could fill ten large binders; it called for about 300 speaking characters with roughly 15,000 lines of dialogue. Following a traditional casting process, a hundred or so actors filled those roles.
Recording took place at Screenmusic Studios, on Ventura Boulevard in Los Angeles, over the course of five grueling weeks. OāFarrell was joined by voice coordinator Jennifer Sloan, and the two of them worked numerous sixteen-hour days in order to ensure the audio was ready six months out from release.
The great challenge of recording a BioWare RPG became apparent almost immediately: The gameās structure was, for the most part, nonlinear. Every character, therefore, was given their own unique version of the script, and each actor had to be recorded individually. āThe first week that I was in LA, James [Ohlen] was there, and he had his laptop, and every so often weād get to a point where we werenāt quite sure which way the branching was going,ā OāFarrell says. āAnd he would jump on and dig into the code a little bit, and then we would have a clearer direction.ā In later weeks, writer Drew Karpyshyn also assisted with some of the sessions.

āThatās something a lot of the actors were doing for the first time,ā Karpyshyn says. āSo you really needed someone there to give them an overview of how the branching narrative works, and how the storylines are gonna play out, depending on player choices.ā
āItās probably one of the earliest games where I remember a character being both dark and light,ā says Jennifer Hale, who voiced the Jedi Bastila Shan. āYou know, having the ability to go in either direction. I remember doing a bunch of recording, and then coming back in for another round of recording, and them saying: āOkay, now basically sheās changing sides. Sheās completely shifting.ā And Iām like, āOh! Okay. Letās do that.āā
The gameās many quest lines and relationships could develop in different ways based on what the player chose to say, or depending on which planets they journeyed to first. But the player characterās actions also affected their Force alignment; needless slaughter or malice could put a Jedi on the path to the dark side. Moral or immoral choices didnāt merely change the gameās ending but also altered the way companion characters, like Haleās, responded to the protagonist.
The character of Bastila speaks with a British accentāāCoruscanti,ā in the Star Wars universe. According to Hale, a Canadian-American actor, this is something that comes naturally. āI think in various dialects in my head, but British is definitely one of the primary ones, and thatās always been a part of me. Since I was little, and just in the back of my headāI donāt really know why. I just know itās there. And I went to a fine-arts high school [where] we studied dialects. Iāve put in my time. I work with coaches every now and then when I need a tune-up.ā
Haleās commitment to her craft is evident to even casual fans of games. She holds the Guinness World Record for āmost prolificā female video game voice actor, and has voiced characters as diverse as The Elder Scrolls Onlineās Lyris Titanborn, Overwatchās Ashe, and Mass Effect hero Commander Shepard (or āFemShepā), who had her own version of the Force-alignment continuum courtesy of that gameās ParagonāRenegade morality system. Tom Bissell, writing for The New Yorker, once called Hale āa kind of Meryl Streep of the form.ā

āThereās no end of positives that you can say about Jennifer,ā OāFarrell says. āTake somebody like Liam Neeson. Without him forcing it, you know, thereās a strength that Neeson gives off without actually having to overtly put it out thereāitās just the demeanor thatās there. Thereās a strength behind it. And Jennifer has that, too. You just know that sheās not somebody you want to fuck with, you know? Sheās a badass without having to be a badass. From a purely professional standpoint, sheās just a great actor. She makes sessions easy because sheās clued in and just gets it. So you can kind of jump in and start hammering out a lot of lines, and youāre just getting quality the whole time.ā
Some of Haleās earliest credits were, in fact, Star Wars games: X-Wing vs. TIE Fighter (1996), Force Commander (2000), Jedi Academy (2003). āI did a ton of games early on because, frankly, a lot of actors didnāt really want to do them because they were super demanding. And I just seemed to have a knack for it,ā Hale says. āIn the early 2000s, it was really exciting to be involved in the creation of games, and kind of at the forefront of some of the really powerful cinematic stuff that was going on, and especially as a woman. To be given these powerful roles, and a place to lead, and to occupy characters that were leaders, was phenomenal.ā
The essence of the job, she says, āis really to go out and have as big a life as I can, and then to bring that experience into the booth.ā
Bastila, a young Jedi grappling with both the enormous depth of her powers and her connection to Revan, is the emotional anchor of the game. Beyond Revan, sheās the beating heart of Knights of the Old Republic, and credit for much of the gameās resonance is due to Haleās stellar work on the character.
One of the most contentious performances to come out of the production, oddly enough, was the beloved assassin droid HK-47, played by actor-director Kristoffer Tabori.
āOriginally, [BioWare] wanted him really serious and evil and sinister,ā OāFarrell recalls. āBecause of our schedules, I was basically working nine to one, taking an hour, working two to six, and then at six oāclock I would do a session until ten, and I would just kind of eat, you know, while we were working. And Kris was one of those evening sessions.ā
In the script, the character wasnāt played for laughs. A droid with a lust for violence, HK introduces almost every new line of dialogue with a tag denoting the mode of speech. (āExpletive: damnit, master, I am an assassination droidānot a dictionary!ā) His voice is stilted, mechanical. Heās also utterly misanthropic, often referring to human beings, including the player character, as āorganic meatbags.ā

Tabori tried performing the part as written, but something was missing.
āAfter about twenty minutes we both, almost simultaneously, said, āYou know, Iām just not feeling this. This isnāt quite working. I think weāve got to play up the comedy angle,āā OāFarrell says. āAnd so we played around for five minutes with it, trying to sort of find the voice, and then decided, āOkay, weāve settled on something.ā And we went back to the beginning of the script and recorded everything again, working our way through all of the HK-47 stuff.ā
Usually, over the course of that five-week stretch, OāFarrell would fly into the Bay Area on Friday night and spend the weekend at home before returning to LA to record again. One week, however, he dropped by the LucasArts office on a Monday morning, and Mike Gallo stopped him in the hallway.
āWe need to talk about HK-47,ā Gallo said. āEverybody hates it.ā
OāFarrell told him, āMike, look, we tried to do what was on the character sheet. It wasnāt working. We went for the comedy route. I get that everybody might hate it right now, but you know what? Weāre up against the gun. Let me finish the entire project, and then if thereās time at the end, weāll talk about it.ā Another month went by, and BioWare was forced to live with Taboriās tongue-in-cheek version of the droid for the time being.
When OāFarrell got back from Los Angeles, and all the initial sessions were over, he asked, āWhat are we going to do with this HK-47 thing?ā
āOh, everybody loves it now,ā Gallo insisted. āEveryone thinks itās funny. We canāt cut funny.ā