Moreover, though, I simply think they haven't been used correctly yet. 2004's Lifeline is a perfect example of this. Voice commands should *never* be designed to replace the press of the button...they'll never be perfectly accurate, and they're much slower. Having to tell a character to fire their gun, reload, get out of the line of fire...this would be utterly frustrating. Instead, the player should be using voice *in a manner that reflects an actual usage of voice*...in this particular case, directing a small squad of units. It's how it would actually be done. The minutia, the small stuff, is handled intelligently by the AI. And the speech isn't just one-way: the characters ask you questions, they talk back, it becomes a dialogue. It's a very immersive experience, and helps to tie the player emotionally to the characters. Using generic "army dudes" in a game like this is severely limiting its potential, which is why we've been sure to write a script that takes full advantage.
Could it work? Dunno. I'm still skeptical. But I really enjoyed Sequence—which is a fun, albeit grindy little rhythm-RPG—so maybe Wishnov can pull this thing off too.