The half life series and my problem with it.

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LGC Pominator

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I have recently decided to replay through the orange box on my 360, thinking that we may be seeing some info about episode 3 surfacing soon, and I have been enjoying it, as always, but I really cannot stand the silent protagonist thing, it really throws me and takes me out of the game.
I think the only part in the game where I felt any connection to the character at all was when you step onto the HEV suit and it is suddenly on you (because that is how things work apparently) and then he lifts his hands and looks at the gloves, that was the one moment when I thought, hey I aren't just a hovering camera with a gun.
I know valve wanted to create the game to be as immersive as possible but, despite having glasses, a goatee, studying science with nanotechnology and frequently ending up in violent situations in a under the control of an oppressive fascist regime I cannot see myself in the shoes of the character, maybe it is the fact that he has a name that EVERYONE reminds you of (seriously you can't go 5 seconds without someone saying "Gordon Freeman!" usually with a *helpful* reminder to reload your crowbar), or perhaps the whole GMan story running through the game reminds me that there is an obvious disconnect here from the real world, and I wonder: why go into all that effort of building a world, a universe, tons of dialogue, and creating a complete non character? It is obvious that valve are brilliant at creating characters, Barney, Alyx, Breen and Eli are testament to that, so why does the single most important thing in the game: "who you are" get no sort of attention? and why do they go into the work of putting together lots of dialogue that you can't get engaged with, despite everyone in the entire game's complete reverence of you and the fact that you are very clearly supposed to be this person?

Also, another slight issue, that is moreover a trope of shooters in general is the fact that your character doesn't actually interact with the game world in any way, you pick up items and they hover in front of you, obviously to display the physics of the game (which I think is a fantastic feature and I absolutely love the way that physics can be used to manipulate so many things), but it really breaks the immersion once again when you see no actual interaction with the item in question.
A game that did that interaction REALLY well?
Alone in the dark
And that was a godawful game, like, terrible, but I felt more involved with the fiction and the character of Carnby than any moment in the half life series just because you actively engage with, and interact with the world around you, rather than simply being an otherworldly form that appears in the game world, shoots people and moves on, capable only of doing just that, going to a place, killing things, going to other places and shooting more things.

If I wanted to play a game where you play a faceless, voiceless male that goes around shooting people I would jump on to an online game, but even they have managed to work in character development, at least in the case of reach, where six is tailored down to the last detail on the single and multiplayer, so that your character is the best possible representation of who you are, and, despite having very little dialogue, still comes off as believable and interesting in universe, and that character development carries over into multiplayer, brilliant really.

If this comes off on me hating on half life, believe me I am not, I really enjoyed the game, the game world is fantastic and exhibits what valve do best, storytelling without ever actually saying a word, and that, I love them for, I am only really accentuating and picking at an issue that has bugged me about this otherwise brilliant game for ages.
 

Prince Regent

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Gordon Freeman didn't "study science with nanotechnology", he studied quantum physics.

It's an important difference and I hope you'll enjoy the game more knowing this.
 

Lawnmooer

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Interesting...

When I recently replayed HL:2 + Episode One (Not Episode 2 yet due to me needing to redownload it... I've downloaded alot this month and don't want to hit my cap too soon) I didn't feel as though being a silent protagonist limited my involvement, since it allowed me to actually express what I wanted to during the circumstances (To my monitor) rather than what someone else thought the character should say.

Also the "Floaty Items" becomes a non-issue if you use the Gravity Gun alot (Since there is a valid reason it is floating) my only issue was when I encountered windows that I could not throw things through... (Went through the entire game throwing random crap through windows, thus breaking them, then all of a sudden unbreakable windows!)
 

LGC Pominator

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Tamminga said:
Gordon Freeman didn't "study science with nanotechnology", he studied quantum physics.

It's an important difference and I hope you'll enjoy the game more knowing this.
I know that... but its all complex science stuff >.>
 

BoogieManFL

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I too am put off by silent player characters. Even more so in games with a lot of spoken dialogue. I also hate it when I look down and see empty space instead of a body.

One of the reasons I like the Mass Effect series so much is the voiced PC. It much more effectively connects you to the character.
 

repeating integers

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I dunno... I found it quite immersive. This is a massive Your Mileage May Vary issue, but I found I never thought of Gordon as Gordon; I thought of him as Me. Some guy on the TVtropes page "It Just Bugs Me" for Halo: Reach notes how he can't help but be convinced that the silent, obedient, boring personality found in such protagonists as Freeman is actually their real personality, but I've always been able to project myself onto them.

Also, I found Barney to be a horrendously flat character.
 

Worgen

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Whatever, just wash your hands.
Im annoyed by the silent protagonist also, I suppose I would be more accepting of it if there was a reason for it, like dead space could have done this really well, have your char start out by talking but his throat guts cut early on, he gets treatment for it quickly but his voice box is damaged so he cant talk for the rest of the game
 

LGC Pominator

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Lawnmooer said:
Interesting...

When I recently replayed HL:2 + Episode One (Not Episode 2 yet due to me needing to redownload it... I've downloaded alot this month and don't want to hit my cap too soon) I didn't feel as though being a silent protagonist limited my involvement, since it allowed me to actually express what I wanted to during the circumstances (To my monitor) rather than what someone else thought the character should say.
I have always had a problem with that approach to gameplay, I know it is considered the most immersive option out there, but it never really gelled with me too well, however I appreciate that it could for others
Lawnmooer said:
Also the "Floaty Items" becomes a non-issue if you use the Gravity Gun alot (Since there is a valid reason it is floating)
Three words: one. free. bul-BOOLIT
Lawnmooer said:
my only issue was when I encountered windows that I could not throw things through... (Went through the entire game throwing random crap through windows, thus breaking them, then all of a sudden unbreakable windows!)
damn it man, now you have picked up another thing that I won't be able to ignore!
 

UNHchabo

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I think the "silent protagonist" thing fits in really well with the Half-Life series, due to the fact that Gordon's motivations and emotions can vary depending on how you play.

Everyone spends most of Half-Life 2 telling you that you're the hero that's come to save the world, and rather than Gordon spouting a line of dialogue agreeing with them, you instead spend the entire story completely mute. The way most people play, Gordon actually doesn't care at all for saving the world, spending his days throwing glass bottles at civilians, and trying not to get killed to death by headcrabs and the Combine.
 

Woodsey

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Do you mean you don't feel connected to Gordon? Because you aren't meant to. The other characters are the ones who are supposed to ground you; the only reason he even has a name is to give you a point of reference. If it doesn't work for you then that's a shame, but they aren't going to change it.
 

kortin

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Technically he didn't have much of anything to say in the first half life. If they went through and suddenly made it so that in half life 2 you couldn't shut him up, I think everyone would probably give valve weird looks because the character that didn't say anything, all of a sudden is talking left and right.

Its much easier continuing the silence then to suddenly have him talk all the time.
 

webby

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I thought that Freeman was meant to be talking in those scenes but you just couldn't hear it. I could have sworn I heard that somewhere... Maybe on the commentary track or something??
 

LGC Pominator

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BoogieManFL said:
I too am put off by silent player characters. Even more so in games with a lot of spoken dialogue. I also hate it when I look down and see empty space instead of a body.
Oh man, I almost ALMOST managed to put Gordon's lack of a physical body out of my mind
BoogieManFL said:
One of the reasons I like the Mass Effect series so much is the voiced PC. It much more effectively connects you to the character.
A point that always surfaces in discussions about dragon age and dragon age 2
To be honest It didn't break the immersion in dragon age Origins and awakening for me at all, simply because you were able to emote, just not vocally.
The shift to the mass effect dialogue wheel, for the sequel was bemoaned by many, but I actually really like that option because I loved it in mass effect, and the addition of the image showing the tone of what you are going to say really worked for me, but I can't say much more, If The forums hear more of me liking dragon age 2 and not absolutely loving half life I may get eviscerated
 

MarxII

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While more than one replay will markedly reveal the 'silent protagonist' angle to be the notable if imperfect trope that it is, I for my part found the lack of lines to be not especially jarring, if only for the fact that I so frequently supplied my own, to the consternation of any housemates nearby.

And though it is worth pointing out that Valve tend to do a good job of consistently weaving scenarios where what one might say takes a back seat to what one is compelled to do, the truth is very little can be done outside the realm of sound and graphics to convince any one of us that we are an MIT supersoldier with a face of adamant and Kevlar.
 

Casual Shinji

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I never felt the need for Gordon to say anything. The dialoge is mostly written in such a way that it allows your own mind to react or fill in the blanks. Except ofcourse for the Gordon/Alyx relationship, that felt a bit odd.
 

Lespame

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This is very similar to the issue raised in the latest Extra credits (link: http://www.escapistmagazine.com/videos/view/extra-credits/3126-Learning-from-Other-M). I would create an argument similar to theirs in terms of supporting the existence of Freeman's character: while he does not speak and we cannot really see him, we do know a lot about him from both the way other characters react to him and (more importantly) his actions throughout the games.

Then again Valve is probably the one gaming company I would feel confident in having the ability to put a formerly silent character into a speaking role. Almost all of their characters (from Alyx Vance to Wheatly) are extraordinary characters and I am sure Valve would take the time to do justice to Gordan Freeman.
 

Weaver

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I prefer silent protaganists.
I want to be focusing on the world I'm in, not on the charachter I'm supposed to be playing.
 

UNHchabo

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There's also a story-based reason why you don't say anything; for most of the series, you're wearing the HEV suit, including the helmet.

Whether or not that's good enough to get back the immersion, I think that's probably the canonical reason.