Voices in video games are definitely a double-edged sword, at present. There is no doubt that they CAN enhance a game, but that doesn't mean they WILL.
I'm with Sordak in being very against MY character having a voice that simply doesn't match the role I'm choosing to play, even if my in-head barbarians don't sound like Arnie.
Some games I can go with the protagonist voice options, but not all. Fallout 4, for example, I find OK because the characters are simply 2 US citizens, and neither of the 2 recorded voice has characteristics that grate with me. Even so, while you can make your character LOOK very different, it will always SOUND the same.
DA:I on the other hand has 4 voices to cover 24 gender/race/class combinations. Of those 4 voices I only really like one, and it doesn't necessarily fit with all the classes.
Obviously, games like TW3, however good they are on other levels, require that you are able to put yourself into a very specific role, with no choice over gender/appearance/skills/personality, let alone voice.
In some ways, the previous generation of games worked best. Games like Fallout 3 had fully voiced NPCs, but left the player to mentally voice their own character. In 1st person perspective, that worked quite well, for me, at least.
Even then, there were issues with consistency of pronounciation, and choice of accents. I particularly remember Fallout NV where the voice actors couldn't decide how to correctly pronounce Caesar.
But even with the above criticisms, I'm not sure I'd really want to go back to text-only dialog; I wish more effort was put into synthetic voices ( which can be pretty decent ), and developing a method of annotating dialog for emotion/stress/intonation within the development process.