Arc Raiders AI Voice Backlash: What Embark Admitted and What Changed
Disclosure: Bionic Artisan may earn a commission from some links on this site, at no extra cost to you. This article contains no affiliate links.
Note: This article summarizes published interviews and news reports. We have not tested or listened to every line in the game ourselves, and quotes are as reported by the outlets linked below.

“Arc Raiders player backlash AI” climbed onto Google Trends’ U.S. “Trending now” list in the past day (5K+ searches since Monday afternoon). The reason: Embark Studios, the team behind the hit extraction shooter Arc Raiders, has publicly admitted that players had a point about the game’s AI-generated voice lines. Here is what Embark said, what has actually changed, what is still unconfirmed, and what the fight tells anyone who uses AI voices in their own work.
At a glance
- What happened: In an episode of Embark’s behind-the-scenes video series about the game’s sound, Embark developers said some of the criticism of its AI voices was “really fair” (PC Gamer, Nov 2, 2026).
- The tech: Arc Raiders mixes lines recorded by actors with text-to-speech (TTS) built from licensed actor voices. PC Gamer reports the actors signed contracts allowing this.
- What changed: In March 2026, Embark CEO Patrick Söderlund said the studio had re-recorded some lines with real actors, so the game now has fewer AI lines than at its October 2025 launch (GameSpot).
- Still AI: the ping system, which voices callouts for items, enemies and directions. Embark says recording every version is “too impractical.”
- UNVERIFIED: a new report that all quest lines have been re-recorded with human actors. GameRiv itself says the full extent “remains unverified.”
What Embark said this week
The comments come from an episode of Embark’s “The Evolution of ARC Raiders” video series on the game’s sound and music, as reported by PC Gamer and Console PC Gaming. Executive producer Aleksander Grøndal said the team expected pushback because players had reacted similarly to the same kind of technology in Embark’s earlier game, The Finals:
I think there was some really fair criticism in there. There’s no point in trying to be defensive, it’s just what’s best for the game at the end of the day.
Aleksander Grøndal, Embark Studios, via PC Gamer
Audio director Bence Pajor explained why the studio used AI in the first place. According to PC Gamer, he said the actors “have been here all along,” and that Embark “made a lot of training data from their voices so we could prototype as well with their voice.” The bigger problem, he said, is the ping system: “Every new item that appears in the game, every new feature, everything needs to have a lot of dialogue because you can ping it.” With the game changing fast, he said, recording every possible version was “too impractical” and “we can’t call them in every time we just change a feature.”
Chief creative officer Stefan Strandberg added: “We are not in the industry of replacing actors, actually quite the opposite we should celebrate the performance and give them more space” (as quoted by PC Gamer).
Why players pushed back
Arc Raiders drew a huge player base after its October 2025 launch, but its use of AI voices drew criticism from the start. PC Gamer says many players found some AI lines “lifeless, lacklustre, and odd.” GameRiv describes the main complaint as characters that sometimes “sounded flat or lacked emotion,” especially in conversations with non-player characters.
For many players the issue was not only quality. Actor Neil Newbon argued in a December 2025 PCGamesN interview that replacing recording sessions with TTS can cost performers paid work, and suggested successful games go back and record those lines with actors, according to Console PC Gaming and GameSpot.

What has actually changed so far
- Confirmed (March 2026): Söderlund told GamesIndustry.biz that “We re-recorded some of the lines post-launch and made them with real voices,” and “A real professional actor is better than AI; that’s just how it is” (GameSpot).
- How actors are paid: Söderlund said Embark pays actors “for all time spent with us in the booth” and, for select uses, also pays them “for the approval to license their voices through text-to-speech for lines that aren’t as essential to the immersion of the experience, mostly ping system audio” (GameSpot).
- AI stays as a production tool: “We can test 15 different lines without recording them, and then we know what to record,” Söderlund said, adding, “We don’t necessarily believe in replacing humans with AI all the time” (GameSpot).
- More human performance elsewhere: GameRiv reports that in October 2026 Embark updated the character Celeste to look more like her real-life performer, Diana Gardner, with more detailed performance capture.
- UNVERIFIED: GameRiv’s report that every quest line has now been re-recorded. GameRiv attributes it to a social media report and says there is “no verified announcement” that Embark is removing every AI voice line. We could not confirm it either.
Our read: a hybrid model, not a full retreat
Put together, the reporting points to a split approach: human actors for story and character moments, and licensed TTS for high-volume, constantly changing “system” lines like ping callouts. That is a narrower use of AI than at launch, but it is not a promise to remove it. PC Gamer’s own view is that “the damage has already been done” and that the episode “set a bad precedent for voice actors.” Supporters of Embark’s approach would point to the paid licensing and the actors’ signed consent. Both things can be true.
What it means if you use AI voices in your own work
The same trade-off shows up far beyond games, in training videos, ads, podcasts and explainer content. A few practical lessons from the Arc Raiders story:
- Consent and pay are the baseline, not the finish line. Embark had signed contracts and paid licenses, and players still objected. Being legal is not the same as being accepted.
- Put humans where emotion matters. The loudest complaints were about character dialogue, not short callouts. If you use synthetic voices, save human performances for the moments people actually connect with.
- Use AI to draft, then decide. Söderlund’s “test 15 different lines” approach (prototype with AI, record the final with people) is a reasonable middle path for small teams.
- Be upfront. Audiences react worse to finding out later. Say clearly where AI voices are used.
- Listen and fix. Embark’s turn from defending the tech to saying “there’s no point in trying to be defensive” is a reminder that re-doing work is sometimes cheaper than losing trust.
If you are weighing AI video and voice tools for your own projects, our Synthesia review covers how one popular AI avatar and voice platform works. And for another look at how AI agents behave when given real tasks, see our story on AI agent swarms in Minecraft.
Our take
This is a useful case study in how audiences judge AI in creative work. Embark did several things right on paper (licensed voices, paid actors, AI as a prototyping tool), but players still noticed the drop in quality and pushed back, and the studio has now admitted they had a point. The likely outcome is a hybrid game: human voices for the story, AI for the endless ping callouts. Treat the “every quest line re-recorded” claim as unconfirmed until Embark says it directly.
Sources: PC Gamer (Nov 2, 2026); GameRiv (Nov 2, 2026); Console PC Gaming (Nov 2, 2026); GameSpot (Mar 13, 2026, citing GamesIndustry.biz). Trending data: Google Trends U.S. “Trending now,” checked Nov 3, 2026. Images are AI-generated illustrations and do not show the game.
