My name is Ian Kovich. Some of you might know me better as that announcer guy from . After that series ended, Callum and his cronies contacted me, asking if I was interested in doing more voice work. When I realized that I was going to be the announcer for a Smash Bros. game, how could I say no?
If I had to describe the experience, it would be 'nerve wracking.' Oh sure, it was a fun and new experience for me. I got the chance to do voice overs where I wasn't just a character in a story. However, this was my first attempt at a game. I wasn't speaking with other characters; I was doing tons of single words and small phrases that would connect with each other depending on how the game was played. I was so worried about how I sounded that I redid and resubmitted several lines many times over to make sure everything sounded just right. Anybody who played this game would have to hear me speak from beginning to end, as well. I had to try my hardest to make sure nobody would get tired of hearing me talk, which is a tall order.
Then you have the Hands. When Callum told me that, just like the actual game, I should be the infamous Smash Bros. bosses as well as the announcer, I felt floored. Here I was, doing tons of simple, over the top announcer lines, and then I had to switch gears and become the omniscient psychopaths that are the Hands. Lines included laughing hysterically and crying out in pain, all with a tacky echo effect. I had to listen to the original dialogue in the games a dozen times over to get a feel for how I should sound. Some might call this obsessive; I call it bracing for the legions of Smash Bros. fans that would bring torches and pitchforks to my house if I totally phoned in the crescendo moment of their favorite video game.
But as far as recording goes, being the Smash Bros. announcer has been loads easier than the Smash Dash announcer. I had to read paragraphs upon paragraphs for the weekly Smash Dash episodes, so you can imagine my destructive rage if I screwed up a sentence near the end of a recording, or got a damned mic pop. My biggest obstacle as a game announcer, however, was just making simple words like those in a timer countdown or a character name sound fun and interesting.
But in the end, it seems that everything is coming together extremely well. I am very impressed with the demo that's been placed on the website, and I can't wait to see how the rest turns out. I hope everyone else is enjoying it as much as I am.