you could easily structure something around it, like have it happen before the rest of his team got killed and have the medic on it fix him or have him find a med bay and be able to do some rudimentary patching up so its not bleeding all over but its not really repaired, I mean the suit would be the easy thing to fix probably, I mean when you change suits it pretty much puts a new one on youFairlyFrightenedFeline said:That could work. Future surgery could have repaired his vocal chords while he was in the looney bin in the second game.Worgen said: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
But, if he got his throat slit, he would have a opening in his Engineering suit, so he couldn't traverse the vacuum areas.
Obviously she has brain damage, she thinks the whole world is a video game for christ sakes.LGC Pominator said:Chell was a good example of the blank slate done right, but according to the expanded universe her reason for being mute is that she doesn't want GLaDOS to know that she is getting to her... so why in the sequel does she never say a word to Wheatley and to respond to his question you jump?
Up until that point I liked the idea.
Plenty of other games send you down a fixed path as well. The act of insertion isn't about choice in this case so much as immersion. For me, my character speaking of doing an action I didn't enact in game just reminds me that I am not that character, and just a camera on their head. Instant immersion breaker. The character's silence means that I can forget I'm not that person more easily and just go with it. You say you don't like being put in and having choice taken away. In games with fully voiced protagonists and cutscenes you have less choice.starfox444 said:But then the problem is that the game doesn't give me absolute freedom to do what I want to do. If it's a silent protagonist meant to allow me to insert myself into the game, why bother when it's a linear shooter where I can't make a choice in how the game progresses? It's an immersion shattering experience because I'm inserted in the game and then have all my freedom stripped away from me.Outright Villainy said:The idea is that the character is you. If the character did lots and lots of interacting, you'd be more like someone looking out from their eyes than actually being the character. It is subjective how immersive it is, but saying it's inherently bad is just foolish, as I and my others find it more immersive.
What value does having a silent protagonist in Half Life add compared to having a voiced one? It's like reading a normal novel and pretending it's a choose your own adventure book.