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Google's Big Leap Forward for Real-Time Translations Is Deepfaking Your Voice
Product Reviews

Google’s Big Leap Forward for Real-Time Translations Is Deepfaking Your Voice

by admin August 20, 2025


I can’t count the number of times I’ve been promised the Next Big Thing in app-enabled translation. Since the dawn of Google Translate, it’s felt like tech companies (not just Google, but Samsung and Apple, too) have been teasing a future where speech can be translated instantaneously, allowing for near-seamless communication between people from *sarcastic SpongeBob voice* across the world. But the truth is, that future, however enticing on paper, hasn’t exactly panned out.

As incredible as apps have gotten at translating speech and text with a fairly high degree of accuracy, they haven’t quite risen to the speed and cadence of real-life conversations. Designing a translation tool that can keep pace with our mouths (like, actually talking) isn’t an easy feat. We talk fast, and we expect even faster responses, which makes live translation less of a marathon than a sprint, or I guess more accurately, a sprint that could be a marathon in length.

Given that long promise of snappy, useful, real-time translation, I’m conditioned to roll an eye or two when live translate enters into a keynote, which is exactly what I did during Google’s annual Pixel hardware event. This year, though, that eye roll might not be warranted. At its Made by Google keynote, Google showcased a feature that not only translates your speech in real time, but also deepfakes your actual voice (also in near real time) so that the person on the other end can hear you speaking in their native language. And yes, it works in the inverse, too. That’s right, just two deepfakes talking to each other; nothing to see here, folks.

And the extra wild part is Google was so confident in its new live translation feature that it offered up a live demo, which, I’m not going to lie… it kind of nailed? Gizmodo’s Senior Editor, Consumer Tech, Raymond Wong, captured the whole thing live at Google’s keynote. For your viewing pleasure, Jimmy Fallon’s voice deepfaked into Spanish:

Wow, Jimmy Fallon’s voice was translated—deepfaked—into Spanish on Pixel 10… and it worked fast and accurately. Even getting inflections correct. This is the quiet game-changing AI feature… translations pic.twitter.com/SAXeowCXpE

— Ray Wong (@raywongy) August 20, 2025

I was also watching along from home during this segment, and my partner, who’s Spanish-speaking and bilingual, confirmed that Google’s new AI translate feature seemed to ace the assignment, inflections and all. Don’t get me wrong, I still want to test those translation features for myself, but from the looks of it, Google is off to a pretty amazing start here.

Powering those translation abilities is Gemini Nano, a compact version of Google’s increasingly iterated-upon large language model and the Pixel 10’s Tensor G5 chip. Google says its Nano model and the translation feature are run on-device in this case, which means that nothing—including your calls—gets teleported to the cloud while you’re translating. That makes its new feature less icky, and I say “less” in this case because let’s be honest, this thing is still deepfaking your voice.

Truthfully, if Google’s new translation feature wasn’t happening on-device, I might be a little worried. As cool as it is, the thought of having a facsimile of your voice stored on a server somewhere is a bad one, given the fact that people use biometrics for all sorts of important digital security, banking included. And in a way, on-device or not, the feature is still creepy. Apparently we’re at the stage of instantaneous voice deepfakes. Just imagine what AI can do with a little bit of time and training.

But more than anything, I’m impressed by what Google showed off today, especially as someone who’s watched tech companies overpromise on translation features for years at this point. It’s still too early to declare that Google has hit the Holy Grail of real-time translation, but for once, I’m left thinking that the idea of seamless, phone-enabled translations has actually taken a major leap forward. So, consider my eye roll officially rescinded, Google.





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August 20, 2025 0 comments
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BAFTA-winning actor Jane Perry on the evolution of game performances and the threat of AI to voice actors
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BAFTA-winning actor Jane Perry on the evolution of game performances and the threat of AI to voice actors

by admin June 18, 2025


As a BAFTA winner for her role as Selene in Returnal, and the actor behind more than 80 other video game characters, Jane Perry is the perfect candidate to kick off Develop:Brighton 2025’s first ever Performance track.

Ahead of her keynote on Wednesday, July 9, ‘From Data to Drama’, GamesIndustry.biz talks to Perry about some of the subjects in her talk: how the art of performance has changed over the course of her career, how collaboration with game developers has deepened, and the inevitable question about generative AI that no one sensible enjoys asking, and no one sensible enjoys answering.

As a reminder, for those thinking of attending: GamesIndustry.biz readers can get an additional 10% off all passes at Develop by using the code EMFQZT. You can book your tickets here.

Can you tell us about your talk at Develop:Brighton?

As it’s the inaugural Performance Track for Develop: Brighton, a portion of my talk will be about why, after two decades of Develop: Brighton, we felt it was time to assign some time in the schedule to the art of acting in games.

I’ll also talk about the history of acting in games and why it has become an important part of game development. We’ll be looking into the past, as well as into the future, as we speculate on how new technologies might shape the role that actors have in the gaming landscape.

How has the process of embodying a character evolved over the course of your decade-plus in games?

For me, the embodiment of character rests more with the skills and craft associated with my approaches to acting, as opposed to the medium in which I am working. For example, if I had to play Selene from Returnal on stage, or in a film, I would find myself undergoing the same process of discovery for that character: what is important to her, what are her fears, what’s at stake.

I think what changes are the various ways in which an actor meets the technological demands of whatever medium they happen to be working in.

In games, this means finding ways to bring a character off the page when it’s just you in the voice studio, as well as finding how to work effectively in the performance capture volume, so the head mounted camera, the mocap suit and the scanty bit of scaffolding that’s actually meant to represent the bridge of a massive spaceship don’t distract from one’s ability to dive into the character and play the given circumstances of the scene.

What effect do you think motion capture has had on the process of telling stories in games? Do you think it’s increased the standards of the material more generally?

I think motion capture/performance capture has added massively to the telling of stories in games. When you consider that 55% of communication is transmitted via body language, then it can only add to the player’s experience as they observe the characters they come across in a game.

The ways in which we move our bodies, from a large gesture right down to a subtle squint of the eye tells a world of story and is often sub-conscious. Motion capture gives us access to those gestures and impulses and therefore insight into what might be occurring for the character on multiple levels.

For example, an actor might be emphatic in what they are saying, but the body might display doubt. This is intriguing for the player, and it has the capacity to draw them further into the story to discover the truth of the characters feelings, and how that plays into the arc of the story.

I just watched the announcement trailer for IO Interactive’s 007 First Light, and was really struck by the incredible skill base of the actors, which we are fully able to appreciate because of the excellent work of the technicians and artists who take that data and turn it into game development magic. It’s hugely impressive to me.

“I choose to have faith that we will find our way through this massive, unprecedented paradigm shift”

Jane Perry on AI

Can you talk about how you collaborate with game developers, and how you’re able to leave a mark on a particular character?

When you have the pleasure of playing a larger role in the game, one of the luxuries that comes along with that is the opportunity to really get to know a character well. You can start to take ownership as you integrate the role into your own domain, and a quality of creativity and knowing comes to the fore.

What is also gratifying is the shorthand that comes from working with people you are familiar with and trust. I really lean on my performance directors to let me know if what I’m offering is too much, or if perhaps I could be braver in my interpretations. The same goes for the game dev team. When they are part of the recording sessions, we can riff, try things and see what they think. Extraordinary moments come from that creative spark that collaboration engenders.

I always encourage actors to test the temperature on collaboration and offering ideas. If it seems there is a receptivity to that, then go for it. Your interpretation might be so special and unique; it could be that singular thing that brings that character off the page in a significant and memorable way.

To Hitman players, Perry is unforgettable as Diana Burnwood

What have you learned from other actors while working in games? And do you feel you’ve been able to pass on learnings to cast members you’ve worked with?

One of the things that pretty much every actor in games I’ve come across will say is that the 99% of the community of artists involved are super excellent people: generous, humble and passionate.

I think to some degree this is because many of us, especially my generation of actors who work in games, had to put considerable thought into how to apply our skill base to support the demands of this new medium. There was no training available for how to act in games, so making sense of this new frontier was a very bonding experience for those of us who’ve been at it for 15-20 years.

And of course, everything we’ve all learned – what we’ve found to be effective and what might get in the way – is something that many of us are happy to pass on to the present generation of actors working in games, as well as the developers who make those games. Acting in games is a very sought after job these days, and the competition has become a lot more pronounced than it ever used to be.

I will always want to instill and encourage a willingness to be flexible and available to the demands of the tech itself, the performance director and the needs of the narrative aspect of the game. There are many more moving parts in a game, as opposed to film and TV, and not all of them are performance friendly – so it’s always about facilitating great storytelling which is in service of superb gameplay.

Do you think the recent industry downturn in big projects has had negative implications for actors, too?

For sure it has an impact. The news is so crushing when you hear of a studio going down, for example the recent news about EA Games closing Cliffhanger Studios and along with it, the much anticipated Black Panther game. That’s a lot of jobs down the tubes for the people who worked at Cliffhanger and of course a whole cast of actors, performance directors and the crew members and sound engineers supporting their work in the volume and the studio.

The pipeline of building games is complicated, and the financial model is so front-end loaded. The promise of what a game could be is alluring and exciting but the path to getting there can sometimes be precarious for all involved.

Has being synonymous with roles like Selene in Returnal and Diana Burnwood in Hitman opened doors for you? Does being so familiar to players for a certain role ever create issues in the casting process?

I think playing an iconic role like Diana Burnwood has definitely opened doors for me. I have been approached a few times to work on a game, because the developers are fans of the Hitman franchise or admired what Housemarque accomplished with Returnal.

And yes, I do wonder about the impact of being associated with a particular role. I don’t feel there is evidence to support the idea it’s been damaging to my career opportunities. But then again, that’s intel I might not be party to.

I suppose the flip side is that fans might be interested to hear one of their favorite actors have a go at something different. Also, I think if you are a good actor, with a good attitude and work ethic, then no matter how iconic the roles are that you’ve play, developers are going to want to work with you.

Being synonymous with characters like Selene has opened doors for Perry

Where do you believe the future of performance in games is going?

I was just having a look at the Optimus robot having a little dance (this is Elon Musk’s Tesla bot) and it sent a little chill down my spine. Actors, like pretty much everyone these days, have AI constantly nipping at our heels. I don’t feel the tech is there yet, not in the sense that an AI-generated voice and/or the physicality of a bot in any way matches the specificity of the human.

But it’s something we are having to reckon with in a very serious manner, because it is coming.

If our worst fears come true, what can actors pivot towards when our work options are diluted? Will we become the technicians that bring the AI generated performance to life? Will a bot scuttle up to the stage at the Games Awards or the BAFTAs to accept an award for best performance?

I think most audiences prefer a real human performance; however, the creative drive of the tech elite is incredibly strong, especially when the name of the game is to replace humans with machines.

It must be amazing, fun, and totally gratifying to make a robot dance so well or an artificially generated voice sound almost human. But I fear the pleasure of crafting such extraordinary things makes those engaged in the process blind to the consequences. Generally, I champion creativity in all its forms. But this particular expression of creativity leaves me cold and also curious as to where we are all going to end up.

I don’t much like jumping on the doom bandwagon and I trust the future will reveal opportunities for people to find wholesome productivity. I think we all instinctively understand what’s at stake here: if we lose our sense of purpose, our drive, focus and spirit go offline.

I take comfort in the fact that most actors and creatives have risked a lot to become storytellers and the drive to adapt and innovate is powerful enough to overcome many obstacles throughout history. I choose to have faith that we will find our way through this massive, unprecedented paradigm shift.

How seriously do you think game developers and publishers are taking AI with respect to actors?

In light of what I said above, I hope they are taking it very seriously! Not just for actors, but for coders, composters, artists, writers, etc. Most of the developers I know and have worked with place a very strong value in keeping the humans in work.

This debate around AI is going to be with us for the foreseeable future – that’s one thing I am certain of.



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June 18, 2025 0 comments
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Yes, that was the original voice of Garrett in the trailer for Thief VR
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Yes, that was the original voice of Garrett in the trailer for Thief VR

by admin June 16, 2025



The trailer for Thief VR: Legacy of Shadow ends with the protagonist, a young woman named Magpie, finding a strange mechanical eye. Which then implants itself in her face. Before questions can be asked (like “What happened to her squishy real eye?”), a familiarly gruff voice declares, “I thought I was dead. And who are you?”

Now I clocked that as Stephen Russell, the voice of Garrett from the original trilogy of Thief games, but then I’ve spent more time listening to Garrett cynically muttering about rich people than I spend listening to most of my friends. Other people raised doubts, perhaps due to the possibility of an AI imitation. But no, that really is Stephen Russell, as the man himself declared in a YouTube video.

Thief VR: Legacy of Shadow – Message from Stephen Russell – YouTube

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“We’ve had a long history together,” Russell said, “and it is so delightful to be back with him again. I’ve missed the old guy! He’s got such a great sense of humor, and they have perfectly captured that in this new game.”


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While this cements Thief VR as a sequel to the original Thief games, that doesn’t mean it’s disregarding the 2014 reboot. For starters, it’s using the same logo. But it’s also building on the references in that reboot suggesting the events of the first three Thief games were part of the same continuity—only in a distant past before worship of the “old gods” was banned, as detailed in a deep-dive video during this year’s VR Developer Direct.

“Thief VR: Legacy of Shadow takes place between the original trilogy and the 2014 reboot,” said Richard Bunn, lead game designer at Maze Theory, “centuries before the latter. The City is fractured, ruled by fear and surveillance, under the thumb of Baron Northcrest and his obsession with forbidden knowledge. The Keepers are gone, but their secrets linger in hidden glyphs and relics.”

As one of maybe three people at PC Gamer who still cares about VR, I’m up for a game that explores what VR can do for old-fashioned immersive sims. Sure, I’d have preferred a full-length Thief sequel for flat screens, but I’m pessimistic enough to doubt that was ever on the table. It’s not like people are lining up to buy first-person stealth games in 2025. If we weren’t getting Thief VR, we probably wouldn’t be getting another Thief game at all. So I’ll take what I get, especially if it means I get to hear Stephen Russell make snarky comments about rich people’s decor like, “A throne room! How pretentious can you get?”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



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June 16, 2025 0 comments
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Voice actors "relieved to have the freedom to work again", says Jennifer Hale, as SAG-AFTRA strike ends
Game Updates

Voice actors “relieved to have the freedom to work again”, says Jennifer Hale, as SAG-AFTRA strike ends

by admin June 13, 2025


The newly agreed terms of the Interactive Media Agreement between SAG-AFTRA and the video game industry represent “an enormous effort on both sides and a real desire to move forward in a constructive way”, said voice actor Jennifer Hale.

Speaking to Eurogamer, Hale (known for her roles in Ratchet and Clank, Mass Effect, Metroid Prime and more) said she has “deep appreciation and respect for both sides of this equation”, and the voice acting community is “relieved to have the freedom to work again”.

Earlier this week, US actors’ union SAG-AFTRA reached a tentative agreement after almost a year on strike over the need to protect performers from AI abuse. The union then instructed its members to return to work, effectively ending the strike.

Yesterday, SAG-AFTRA approved the new agreement and provided details on its terms. The contract will now be submitted to the membership for ratification.

SAG-AFTRA national executive director and chief negotiator Duncan Crabtree-Ireland previously stated the “necessary AI guardrails” have been put in place. We now know this includes the requirement of informed consent across AI uses, as well as compensation gains including collectively-bargained minimums for the use of “Digital Replicas”, higher minimums for “Real Time Generation” (such as a chatbot), and “Secondary Performance Payments” when visual performances are re-used in another game.

Other parts of the agreement include increases in performer compensation and overtime rates, an increase in health and retirement contributions to the SAG-AFTRA Health Plan, as well as safety provisions such as the requirement for a qualified medical professional to be present at rehearsals and performances during planned hazardous actions, and the provision of appropriate rest periods.

The full terms of the agreement will be released on 18th June once the agreement is ratified.

“I’m really happy with the gains that were made in this tentative agreement,” Hale told Eurogamer following this week’s news. “I think it represents an enormous effort on both sides and a real desire to move forward in a constructive way that takes care of both performers and the people who put the work together.

“I think the producers have also been wonderfully open about what they’ve offered as well, which I deeply appreciate. That’s one thing that’s become really clear to me through this entire process, is how much the people on the other side are our work partners, and how much we are one single community. And I hope going forward, we really dig into that.”

She added: “I am grateful that we have the ability to collectively bargain, because I do think without that, we actors would be stuck in a far more exploitative environment, which would suck.”

Hale is well-loved for her performance as the female Commander Shepard in the Mass Effect trilogy | Image credit: Bioware

Of course, AI tools and technology are evolving at a rapid rate, but Hale warned that with future-proofing “we can inadvertently back ourselves into corners that aren’t the most productive”. She added: “I think it’s important to move forward mindfully and proactively without cutting ourselves off at the knees. We got consent, control, and compensation. I think those elements are strongly in place and I think that’s really important.”

“I think everybody’s relieved,” Hale continued, discussing the reaction to the agreement from the wider acting community. “I am deeply connected to a very wide group of actors who consistently worked this contract and were very relieved to have the freedom to work again. That is extraordinary. I personally am deeply relieved that this piece of the process is done.

“I feel deeply for the rest of the community as well: for the recording studios and the casting directors and the voice directors and the agencies and everybody who was so profoundly impacted by the economic ramifications of this [strike], and the repair is going to take a long time.”

The SAG-AFTRA National Board met today to review the tentative Interactive Media Agreement and has voted to approve the contract. Members will receive referendum materials and have the opportunity to vote on whether to ratify the contract. Read more: www.sagaftra.org/sag-aftra-na…

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— SAG-AFTRA (@sagaftra.org) 13 June 2025 at 00:24
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Indeed, while the strike has now ended, it’s not as simple as just going back to work. Hale noted there are “tremendous opportunities for repair” and the industry must move forward from here.

“This has been a very long strike, and I’m really grateful for the opportunity that we get to come back and go to work again,” she said. “There have been several projects that have moved away from the SAG US market out of necessity, because timetables are timetables, and I truly hope that those creators will feel welcome in the US market again, because they very much are. We as a whole are enthusiastic to work with them again and deeply appreciative of the partnership that we have with them.”

As one example, a Genshin Impact voice actor was recast earlier this year due to the ongoing strike.

Hale described her fellow actors as “incredibly eager to work with our production partners again” and “thrilled to be free of what we’ve been going through”. She added: “It’s been wonderful to receive the support of the wider world, very much so, and I don’t take that lightly.”

When asked what she hopes both sides have learned from the process, Hale said: “That we are one community regardless of our experience level. We are all day players at the end of this, whether you’ve been doing this for 30-40 years, or you just started 30-40 days. Anytime we get hired under these contracts, for the most part, we are day players, and we are unemployed as soon as we’re done.

“We all live in the same boat. Some of us have had more time in the boat. Some of our boats have gotten built bigger because we’ve been in the water longer. But time is the only difference there. Time and grit. We are one and to that end, we are one community. We are one community making these projects together. We actors are simply part of the whole of production, and we’re really grateful to be part of that whole.”

The strike from the US union has had ramifications elsewhere, not least as producers have sought talent from other countries instead. Earlier this week, UK actor’s union Equity praised the “tenacity and persistence” of SAG-AFTRA members in reaching this new agreement, after its members stood “in solidarity” with the strike.

Back in February, the entire French cast of Apex Legends refused to sign an agreement that would allow their voices to train generative AI, risking their jobs in the process.

Eurogamer previously spoke to Hale about the SAG-AFTRA strikes, where she described AI as “an existential issue for all of us”.



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June 13, 2025 0 comments
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The SAG-AFTRA video game voice actors’ strike has come to an end
Game Updates

The SAG-AFTRA video game voice actors’ strike has come to an end

by admin June 12, 2025


The SAG-AFTRA video game voice actors strike is officially over. The guild and the game companies represented by the Interactive Media Agreement (IMA) Negotiating Committee reached an agreement on June 9, after nearly a year of striking. The agreement was then approved and the strike suspended as of June 11 at 12 p.m. PDT.

The news follows a previous announcement that a tentative deal had been reached between the two parties earlier this week. The updated agreement has not yet been ratified, however.

“The SAG-AFTRA National Board will meet in special session tomorrow, June 12, 2025, to consider the tentative agreement,” reads a brief SAG-AFTRA statement announcing the end of the strike. “If approved, it will be sent out for ratification by the union’s membership in accordance with established policy. Details of the agreement will be released at that time.”

“We are pleased to have reached a tentative contract agreement that reflects the important contributions of SAG-AFTRA-represented performers in video games,” an IMA Negotiating Committee spokesperson said in an emailed statement to Polygon. “This agreement builds on three decades of successful partnership between the interactive entertainment industry and the union. It delivers historic wage increases of over 24% for performers, enhanced health and safety protections, and industry-leading AI provisions requiring transparency, consent and compensation for the use of digital replicas in games. We look forward to continuing to work with performers to create new and engaging entertainment experiences for billions of players throughout the world.”

The game studios and publishers represented by the IMA Negotiating Committee include Activision Productions Inc., Blindlight LLC, Disney Character Voices Inc., Electronic Arts Productions Inc., Epic Games Inc., Formosa Interactive LLC, Insomniac Games Inc., Take 2 Productions Inc., and WB Games Inc.



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June 12, 2025 0 comments
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An Elder Scrolls voice actor is teaming up with top Fallout 4 modders to livestream a 48-hour modding jam for charity
Game Updates

An Elder Scrolls voice actor is teaming up with top Fallout 4 modders to livestream a 48-hour modding jam for charity

by admin June 12, 2025


A group of prominent Fallout 4 modders will be livestreaming the creation of a big mod over a single weekend later this month. It’s part of a charity drive led by voice actor Wes Johnson, probably most famous for providing the dulcet tones of mad Daedric prince Sheogorath in Oblivion and Skyrim.

The gang – led by Kinggath and the team behind the popular Sim Settlements mod – will be letting viewers decide the specifics of the mod via a stream this weekend, with the actual mod creation streams then taking place on Twitch across June 28th and 29th.

The modathon is part of this year’s edition of Voiceapalooza, an annual charity drive in aid of the American Alzheimer’s Association that sees Johnson and community-run charity initiative Fallout For Hope organise a bunch of streams to raise funds for the cause.

Last year, this time-limited modding element of it saw a similar group of modders create a Fallout 4 questline called Shady Motives, raising over $30,000 in the process. In addition to a story starring Johnson, who’s also voiced the likes of Fallout 3’s Fawkes and Oblivion’s Lucien Lachance, that mod included a player home, custom weapons and armour, and a fully-voiced companion.

So, basically a mini-DLC worth of stuff that was then uploaded to Nexus Mods and Bethesda.net once any kinks were ironed out for anyone on PC or Xbox to give a go. This year looks like it’ll produce a fresh mod of a similar size and scope, with modders Kinggath, Elianora, Neeher, Jazzhands, Otellino, Sagittaurus, Niero, Erika Ember Studios, Veta Phoenix, and greenFoxel all set to stream themselves creating and working on different aspects of it.

Interesting to check out if you’ve ever been curious about how the modding sausage is made, or you can just keep an eye out for the mod going live once it’s done. There’s also a stream on Kinggath’s Twitch that’ll see watchers vote to decide the details of the mod that the group’ll be building – that takes place this Saturday, June 14th, kicking off at

You can find all the timings for the different streams that make up this modathon in this Tweet, and find all the streams that’ll be going live on mod-making portion on June 28th here.



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June 12, 2025 0 comments
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Samsung’s fridges now recognize family members by voice
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Samsung’s fridges now recognize family members by voice

by admin June 11, 2025


Samsung’s latest smart fridges now support multi-voice recognition powered by the company’s Bixby assistant, which can be used to bring up personalized information on the built-in smart displays based upon which member of a household is speaking.

The main perk is that the fridge will be able to display your calendar or personal photo gallery using only voice commands. You’ll also be able to ask the fridge to trigger an alarm on your phone, useful if you can’t find it. The update may be more helpful for those who are hard of vision, as it will automatically change the fridge screen’s display mode to match settings like color inversion or grayscale that have been applied on your phone.

Samsung is also adding a new way to activate Bixby on its fridges. In addition to tapping the Bixby icon or using voice commands, you’ll now be able to double tap on the fridge’s display while it’s off to bring the beleaguered voice assistant —no longer the default even on Samsung’s own phones — to life.

The Voice ID feature and double-tap gesture are arriving now in an update for Samsung’s Bespoke AI fridges with Family Hub (the company’s term for its larger smart home screens), starting with the 2025 models, and will later roll out to appliances with the smaller AI Home displays.



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June 11, 2025 0 comments
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Princess Peach voice actor confirms she's been replaced after 18 years
Game Updates

Princess Peach voice actor confirms she’s been replaced after 18 years

by admin June 6, 2025



After replacing Charles Martinet as the voice of Mario back in 2023, Nintendo’s recasting spree continues. Samantha Kelly has confirmed she’s been ditched as the voice of Princess Peach and Toad after 18 years – but she wasn’t informed by Nintendo until yesterday, when Mario Kart World released onto Switch 2 without her in the roles.


Kelly has portrayed Princess Peach since 2007’s Mario Strikers Charged on Wii, and her voice has featured in over 50 Mario titles since then, culminating in last year’s Mario & Luigi: Brothership. However, she doesn’t appear in Nintendo’s latest Mario title, Mario Kart World, and Kelly has now confirmed she only found out she’d been replaced after its arrival.


“Nintendo let me know yesterday that they decided to recast these roles,” Kelly explained in an Instagram post shared earlier today. “I’m grateful that I got to do these voices for so many years. Peach and Toad are such strong and beautiful characters that I pray they live forever no matter who voices them… Thank you for so many years of friendship and joy. I’m sad that it’s over, I truly would have wanted to voice Peach and Toad forever.”

Mario Kart World gameplay preview.Watch on YouTube


Kelly’s recasting mirrors Nintendo’s decision to replace much-loved voice actor Charles Martinet back in 2023, after he’d portrayed the likes of Mario, Luigi, and Wario for over three decades. At the time, it said the decision was made “after carefully considering a variety of factors”, but unlike Kelly, Martinet was given a public send-off and crowned Mario Ambassador. However, Martinet later admitted he didn’t know “anything” about the Mario Ambassador role. “I will learn,” he said elsewhere, “we’ll all learn what exactly that is.”


Following Martinet’s departure, Nintendo dodged questions about his replacement until Kevin Afghani announced he’d taken over the role shortly before the release of Super Mario Bros. Wonder. Afghani is again credited in Mario Kart World, but it’s unclear who is now portraying Princess Peach and Toad. Additionally, Takashi Nagasako, who had previously voiced Donkey Kong for over 20 years, is missing from Mario Kart World’s credits.





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June 6, 2025 0 comments
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Voice Of John Redcorn In King Of The Hill Killed In Shooting
Game Reviews

Voice Of John Redcorn In King Of The Hill Killed In Shooting

by admin June 3, 2025


Actor Jonathan Joss, who voiced John Redcorn on King of the Hill, was killed in a shooting over the weekend in San Antonio, Texas. Joss was 59 years old.

Firefight’s Back In Halo! What Is Firefight?

On Sunday night, San Antonio police officers were dispatched to a shooting outside a home around 7 p.m. local time. When police arrived, they discovered Joss near the edge of the road with multiple gunshot wounds. The officers attempted life-saving measures and called for medical support, but he was pronounced dead shortly after they arrived. Police are still investigating the shooting. TMZ, which was the first outlet to break the news, reported that Joss was shot by a neighbor after an argument turned violent.

Joss has voiced fan-favorite character John Redcorn, a Native American healer and musician, since King of the Hill’s second season. Variety reports that he has already recorded his lines for the upcoming revival, which is set to arrive on Hulu this August. Redcorn will appear in the second episode of the show’s upcoming 14th season and will likely appear a few more times before the new season ends. He also appeared in NBC’s Parks & Recreation multiple times as Ken Hotate.

TMZ further reported that Joss had returned to his home on Sunday night after it had burned down in February, allegedly due to him using a BBQ pit. TMZ says that after he discovered the skeleton of one of his dogs, which had been killed in the fire in the remains of the home, he grew agitated and began ranting at others in the area. Reportedly, this was a common occurrence, according to TMZ. He allegedly got into a heated verbal confrontation with a neighbor in the area, who later returned and shot Joss multiple times.

The actor’s husband, Tristan Kern de Gonzales, posted a lengthy statement on Facebook alleging that the people in their neighborhood had been threatening the couple for years over their relationship. The late actor’s husband claims that when they returned to their burned-down home, a man approached them and yelled homophobic slurs before shooting Joss with a gun.

“He was murdered by someone who could not stand the sight of two men loving each other,” said de Gonzales.

Joss wasn’t the first voice actor for John Redcorn. The original actor, Victor Aaron, voiced the character in the show’s first season but died in a car crash. King of the Hill’s new 14th season arrives this August, and Hulu recently released the show’s intro, which includes John Redcorn.

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June 3, 2025 0 comments
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Persona 4 remake is on the way, according to one annoyed voice actor
Game Updates

Persona 4 remake is on the way, according to one annoyed voice actor

by admin May 29, 2025


A voice actor who featured in Persona 4 has let slip that a remake of the school days JRPG is in the works, mostly because he’s frustrated the developers don’t want him back to perform as his original character. Yuri Lowenthal, who played clumsy bicycle crasher Yosuke in the original 2008 game, expressed some revealing annoyance with developers Atlus in a post on social media that has since been deleted.

“And for those who keep asking, no, I will not be returning as Yosuke for the Persona 4 remake,” he said. “I asked. Maybe I even begged, but they don’t want me to come back.”

That’s not an undeniable signal fire proving the remake’s existence, but it is some very billowy smoke. Lowenthal has appeared in the Persona series before, and he was the voice of Eiichiro in Persona 3 Reload, the recent remake of that entry. So he’s close enough to the studio to maybe know a thing or two about what’s going on. He’s also voiced a certain neighbourhood webslinger in various Spider-Man games over the years, as well as Mylo from Arcane, and absolute sidequest liability Johnny in the Final Fantasy VII remakes.

He’s not the only one seemingly snubbed by Atlus. Erin Fitzgerald, the voice of Chie, has also complained of the developers’ reluctance to have her return, as noticed by Gamesradar.

“For those asking, I have not been asked to reprise my role as Chie Satonaka in the Persona 4 remake,” she said in her own post. “I am blessed to have recorded as many Persona 4 games as I did playing her.”

Hopes for a Persona 4 remake have persisted among fans, I’m told, since the third game got its makeover. Meanwhile, many folks are doubtless frothing at the mouth for a Persona 6 announcement, which has yet to materialise, with Atlus instead announcing yet another Persona 5 spinoff earlier this month.

Whether a remake is strictly necessary is another thing. A PC remaster of Persona 4 came out in 2020 in the form of Persona 4 Golden, which our Edwin called “a twisting tale of dreams gone rogue in a town sapped of purpose” in his review. If you want a second opinion, my cousin – who just phoned me to chat and who delayed this article from being written by at least one hour – instructed me to review all Persona games with the following single-sentence summary: “Too much text.” And you know what? I might agree. 100 hours to complete a game? Please. I barely think I have 100 hours left to live.



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May 29, 2025 0 comments
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