So...sounds like voice-acting, dialogue, prose, writing sounds stilted and all over the freaking place in quality again in a Spider game - this time, here in Bound In Flames. That's a shame - b/c Spiders really had an interesting concept, environment + plot going on w/ Mars: War Logs - and that stuff was my main complaints w/ that game. I really don't know why dev's or pub's want to just go ahead and decide to just voice-act everything no matter what, if they ain't gonna load the game w/ lots of different voice-actors and actually good quality voice-acting.
Only way around that might be having one excellent Narrator for the entire game, like Bastion does. But, that probably worked well w/ Bastion probably b/c the game wasn't narrated non-stop for 50 hours in length by one guy.

Bastion ain't super-duper long, compared to many other RPG's - great Indie ARPG, BTW.
If they're (dev's and pub's) gonna hire crummy voice-acting work - they might as think again and just leave it out, IMHO. Or, let the player have the option to turn-off character's audio dialogue while in game in the menu and/or in dialogue-boxes - IIRC, the original Dungeon Siege allowed for that in the dialogue box.
(Damn, it been a while since I played Dungeon Siege, speaking of which...)
I remember in the old days of games like Planescape: Torment, BG series, and NWN1 - you know, before voice-acting everything became a thing in RPG's - when only what seemed like important stuff was voice-acted very well and uniquely by voice-actors. I find it annoying in RPG's in what seems like important main-quest characters are voice-acted by someone, then it's obviously that same voice-actor a bunch of different character in the game that is nowhere as important to the game - Gothic 2, anyone?
If dev's and pub's want to voice-act stuff, dev's and pub's that can't afford a lot of high-quality voice-acting, maybe they should get back to the roots of the older RPG's games - they should just have important quests and parts voice-acted...and make sure it's well done. Here's a thought - where there static lines are always the same (i.e. you'll always get a certain bit of the same dialogue no matter what, before players make a decision that alters the game-world, the result of the quest, NPC's, any other things), make that stuff be voice-acted.