Troy Baker Talks New Screamer Reboot, Playing Antagonists, and More (Exclusive)

Troy Baker is a prolific voice actor, best known for his work in popular video games like The Last of Us, several Batman titles (where he’s voiced both Batman and the Joker), Uncharted 4, and Death Stranding. Chances are, if you’ve played video games recently, you’ve heard his voice! He’s played all kinds of characters, from heroes to villains. Now, he’s taking on a surprising new role in Screamer, a reboot of a classic 90s racing game. This version features a strong story and a diverse cast of characters.

ComicBook is thrilled to share an exclusive, in-depth look at the making of Screamer, including an interview with Troy Baker! The video reveals how Milestone is updating this beloved franchise and the significant effort they’ve put into crafting a compelling story – something you might not expect from this game. Watch the video below for a closer look at the game’s development.

Troy Baker Introduces Us to the Screamer Reboot and Mr. A, the Game’s Antagonist

I recently had the chance to talk with Troy Baker for about 40 minutes about his new game, Screamer, which he’s incredibly excited about. He plays the villain, Mr. A, who is the one pulling the strings and causing all the action in the game. From the moment we started talking, he was full of energy and enthusiasm – he even gave me a detailed, almost five-minute answer to my simple first question: “How are you?”

Our conversation wandered from details about Screamer to his broader views on acting. I was especially curious about what he knew about the franchise before agreeing to the project, and how a somewhat forgotten series like this could find new life after so many years.

According to Baker, the current business environment is very unstable. Everyone is trying to understand the limits and opportunities, leading many to favor projects with proven track records – things they can confidently present to investors and stakeholders. They want to avoid asking people to take a leap of faith. However, others are so risk-averse that they only pursue well-established ideas, simply requesting the latest version of something already existing.

What I appreciate about Milestone’s approach is that they avoided both extremes. Importantly, the team took ownership of the project, which is essential when significant funds and people’s livelihoods are on the line. You can’t start a project hoping for the best; you need a solid justification for every decision.

The key is taking an existing idea with a built-in audience and truly improving upon it, rather than simply updating the surface level. We want both longtime fans to be surprised – to think they recognize it, but then realize it’s something fresh – and newcomers to feel immediately welcome. That delicate balance – appealing to both groups – is what a successful reboot achieves, and this game pulled it off perfectly, in my opinion.

Baker portrays the central antagonist in Screamer. However, he doesn’t see his characters, like Mr. A, as villains. The actor, known for playing roles like the Joker, Pagan Min from Far Cry 4, and Two-Face, explains he’s never played a villain, only characters he views as the heroes of their own stories. He believes understanding their motivations and empathizing with them is crucial, otherwise his performance would feel judgmental. This raises the question: how does Mr. A see himself as the hero?

What I found particularly insightful about Kerry Kazmierowicztrimm’s work was his focus on a single, defining event to shape the character. We all have those key moments in life that fundamentally change who we are. This approach also provides a clear, objective basis for understanding the character’s actions. Both the audience and I can recognize the event and then understand why the character reacts the way they do, or at least empathize with their response. Identifying that pivotal event became the foundation for building the character and understanding their motivations, which we’ll learn about as the story unfolds. It truly dictates everything about him.

Baker is keeping the details of this event a secret, hinting that revealing everything now would spoil the fun. He explained, “If the game doesn’t have a surprise, then we’ve failed to tell an interesting story.”

When developers work with Troy Baker, they quickly learn he’s much more than just a voice actor. He actively collaborates on the project, and isn’t afraid to ask detailed questions – as he puts it, “pesky questions.” He doesn’t need instant answers, but wants a complete understanding of his character’s place in the story, the context of each scene, and any small details that could enhance his performance. During the development of Screamer, one of those questions was whether his character, Mr. A, was always recording with a live microphone.

I wondered if the other person was wearing a microphone most of the time we heard them. After discussing it, I learned they were. This meant they were aware they were being recorded, just like me. If we could use the microphone to capture my performance, they could use it too. Being able to notice and respond to quiet moments, especially when someone is trying to dominate the conversation, creates an interesting contrast.

Mr. A carefully chooses his words and uses the simple fact that people are listening to his advantage.

He never speaks off the cuff. Everything he says is carefully planned and deliberate. He’s created a complex scheme to test, control, and manipulate others, so don’t think for a moment he’s improvising his speeches.

Troy Baker Reveals The Importance of Trust on a Set

I already knew that Baker loves to really dig into things and isn’t afraid to have strong debates with the people he works with. He and Neil Druckmann from Naughty Dog famously challenge each other all the time – they even say they enjoy it! So, naturally, I was curious to get his take on that behind-the-scenes clip from the upcoming Superman movie that’s been going around.

The video shows director James Gunn and actor David Corenswet having a very candid discussion about Superman’s final speech in the movie. It offers a rare and honest glimpse into the filmmaking process, and writer Drew Baker shared some insightful thoughts on it.

From my perspective, and it’s likely influenced by my own background, I observed that David [Corenswet] seemed very frightened during his performance. There’s a great point made by Deadwood creator David Milch: actors are driven either by fear or confidence. As creatives, our job is to build an environment where they can overcome their fear and perform with confidence.

I often second-guess myself when I ask questions, worried I won’t know the answer or will make the wrong decision and be judged for it. This leads to overthinking. When I start to debate something, it usually reflects how anxious I am about it.

https://www.youtube.com/watch?v=0IwY7Mfzw_w

Regarding that video clip, I can’t imagine what that day was like for the people involved. I’ve definitely had tough days and reacted poorly on stage myself. But I admire David for showing fear, because it shows he understands what’s at stake. I often disagree with my team, and I realize that’s sometimes driven by fear – either I’m worried I can’t deliver what they’re asking for, or I’m unsure I even understand their vision. I also worry that my version of the final product won’t be as good as it could be.

In the end, Baker connected everything to the film Screamer and advised the actor to fully commit to the role and have faith in the director and creative team, even if it felt daunting.

I need to constantly be aware of Mr. A’s current location, as he’s unaware he’s part of a training exercise. I quickly review the safety parameters, and often realize we’re moving too quickly or that the team isn’t prepared. I then rely on them to reassure me, letting me know they’re monitoring the situation from a high-flying AWACs aircraft with excellent visibility and clear skies.

Throughout my conversations with Troy Baker, a common theme emerged: trust. It’s not just about actors trusting the people making the project – directors, writers, and producers also need to have faith in the actors’ ability to bring the story to life and perform their roles effectively.

Successful studios consistently deliver high-quality work when they trust the people they hire. Whether it’s creators like Hideo Kojima or Neil Druckmann, or anyone on their team, they prioritize thorough preparation, open communication, and confidence in their casting choices. They believe they’ve made smart decisions when bringing people on board and empower them to deliver their best work.

Norman Baker observed that Hideo Kojima gave his actors a lot of freedom while working on Death Stranding. Kojima typically finds roles that fit specific actors and writes the parts directly for them, which builds his confidence in their ability to interpret and enhance the material. This level of trust across the whole team is a key ingredient in creating a truly high-quality product.

High-quality work and trust go hand-in-hand – I’ve never seen one exist without the other. There’s a point where you have to take a leap of faith, like in Indiana Jones and the Last Crusade, and trust that support will be there. I definitely felt that with this team. They were always open and eager to provide more information, which says a lot about the studio’s culture as a whole, not just any single project. To truly understand a game, you need to understand the studio behind it, so I always recommend people research the studio itself.

In 2022, the game developer Milestone had 280 employees. They’re famous for creating all kinds of racing games, from simple, fast-paced arcade titles to incredibly realistic simulations. Because of this background, their new game, Screamer, feels particularly ambitious. It features a detailed story, brought to life by a strong voice cast, stunning visuals, and deep gameplay. According to Baker, Milestone has truly exceeded expectations with Screamer.

Honestly, looking at what we’ve achieved with this game, we really overdelivered – way beyond what I thought our studio was capable of. It gives me a lot of hope for smaller teams, like those with 50 to 150 people. Those are the teams where everyone’s incredibly focused on quality, and that’s all they care about. That’s exactly what we were like – we really pushed ourselves and exceeded all expectations. We absolutely smashed it!

The game Screamer is scheduled to come out in 2026 on Xbox Series X|S, PlayStation 5, and PC. What are your thoughts on Screamer? Share your opinions in the comments, and join the discussion on the ComicBook Forum!

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2025-11-10 17:14