Arc Raiders’ audio has become a flashpoint. Across trailers and recent tech tests, a noticeable slice of players say the voices sound synthetic and break immersion. Others push back, arguing the delivery is fine—or that they can’t hear a difference at all. The disagreement isn’t only about quality; it’s also about whether generative voice work belongs in a project of this scale.


Community claims about Arc Raiders’ voices

Claim Context How players describe it
Trailers use AI-sounding narration Marketing videos “Ruins immersion,” “sounds unhuman”
In-game lines feel synthetic Tech tests and early queues More exposure makes the artifacts obvious
Vendors/traders sound normal NPC interactions Some testers report no noticeable issues
History influences perception Embark used AI in The Finals Players scrutinize Arc Raiders with that in mind
Ethics are a deciding factor Personal purchasing choices Some will skip games that use generative VO

Where players say AI-sounding voices show up

Comments focus on two places: marketing videos and early playable periods. Multiple community posts describe trailer narration and in-game lines that “don’t sound human,” especially after spending more time in queues and hearing more dialogue. Some testers call out vendors and traders specifically, while a few counter that those NPCs “sound normal.” The result is a perception gap: the more sensitive your ear to synthetic delivery, the more likely you are to notice it—especially in repeated lines and flat, context-agnostic quips.


Why Arc Raiders is under the microscope

Embark’s prior game, The Finals, used AI-generated commentary. That history has players primed to scrutinize Arc Raiders’ VO. Some fans say they’ll wait to see how credits and store pages acknowledge voice work, noting that disclosures were present for The Finals. Others argue disclosure is beside the point if the performances feel off in moment-to-moment play.


The ethics argument, in brief

The debate isn’t only sonic. One side sees generative voice work as job displacement and avoids games that use it. Another treats it as a neutral tool, with the key caveat that training data needs to be licensed and compensated. A practical note surfaces in several discussions: voice talent is a relatively small budget line on a modern game, so if synthetic VO isn’t clearly raising quality or flexibility, the tradeoffs can be hard to justify.


How this affects Arc Raiders right now

Audio is carrying a lot of weight for this game’s mood. When voices hit the uncanny valley, even a great combat loop can feel colder than intended. When they land, players barely notice—the performances simply blend into the world. That’s why the same lines can read as “fine” to one player and “hollow” to another. Expectations matter, and so does context.

As Arc Raiders moves toward broader availability, clarity around voice credits and the final mix will likely decide how much this remains a sticking point. In the meantime, the takeaway is simple: for many players, voice performance quality is as central to immersion as visuals and gunfeel, and they’re already listening closely.