Why is Gordon Freeman held up as the zenith of silent protagonists?

Parker Chapin

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I'm not a fan of silent protagonists. Wherever I have the choice, I prefer to play a rich, well-written, characterized protagonist, and when I encounter a stupid one, I don't think ?This guy should shut his mouth,? I think ?This guy should have been better written.? That said, I do know that silent protagonists have their place, and having thought about it, I've come up with four types of games where I think silent protagonists really do best:

1. Games without character driven storylines. Some games don't try to tell a story, and that's fine. Some games have minimal stories meant only to provide context to the gameplay experience. These are games like Doom, Quake, Portal, Half-Life 1. If the player has no one to talk to, then there's no reason for the player to talk.

But there are also games that tell non-character driven stories that are often very good. Zelda is one example, but the real master, I think, is Dragon Quest. Dragon Quest games are brilliant in their fairy tale simplicity; usually they're about a party traveling around the world, getting caught up in little stories in the places they visit. In Dragon Quest III, there were no defined player characters, as every party member was player-created. And yet, it works.

2. Games that tell stories in non-verbal ways. This is something indie developers have been having fun with. In Bastion, the Kid doesn't speak, but neither does anyone except the lone narrator. Machinarium told a complete story with zero dialogue. Some games come up with creative alternatives to traditional methods of storytelling, and are often brilliant for it.

3. Games that give you the means to build your own character. Such as Bethesdra RPGs. You can define your character's race, gender, and look, and in your head, their personality and backstory. Once you have that, you can make decisions and act in accordance with your character. In Morrowind, I didn't define my character's personality all at once, but pieced it together as I played the game--almost as if I wasn't building a character at all, but discovering one who already existed. I got attached to my Morrowind character even though 90% of her characterization was in my head.

4. Games where the character doesn't speak for actual, in-universe reasons. In other media, you see this in intelligent animal characters such as Gromit, or cursed characters like the scarecrow in Howl. These characters are usually richly characterized in non-verbal ways. Sadly, the only video game character I can think of who fits here is Amaterasu, who, sure enough, has loads of non-verbal characterization. This is something I would like to see more of in gaming.

Then there's Half-Life 2. Unlike any of the games I named above, Half-Life 2 has a character-driven, dialogue-driven storyline run by everyone involved except Gordon. Eli, Alyx and Breen drive the plot while Gordon is merely swept up in their currents. Gordon is not an undefined character; rather, he's a defined character in a defined storyline who happens to never speak and have no personality.

In discussions, I'm usually told that you're supposed to fill in Gordon's personality yourself, or that "Gordon is you." However, if Gordon were me, then the first thing he would have done after stepping off the train in City 17 was think of the least suspicious way to ask someone what the hell was going on. So the "Gordon is me" thing trips on its own feet right out of the gate. Half-Life 2 asks you to roleplay but gives you no space to do so. You're forced to follow the game's set sequence of events, and the only thing you have the power to choose is how you feel about it.

I'm also usually told something about how non-interactive media do characterization better, and video games allow for something more than that. Whether that's true or not, Half-Life 2 is not a good example of what video games are capable of. The main storyline is little more than an interactive movie, one where the lead character happens to never speak. The strength of it comes from the loads of details for keen-eyed players that tell a thousand wordless stories, but these don't depend on a silent protagonist, and wordless storytelling has been done by games without sacrificing the main character.

It's also usually pointed out that the G-Man provides an in-universe reason why Gordon has no control over his fate. But since we've learned next to nothing about him or his plans in 2.67 games, I can't help but see him as a plot device built to justify Gordon's lack of agency. In other words, Gordon isn't silent because he's a pawn of the G-Man, he's a pawn of the G-Man because he's silent.

There are a couple things that are important to remember when discussing silent protagonists:

1. There's a difference between a character whose dialogue is not shown, and a character who doesn't speak. Zelda and Dragon Quest games are peppered with points where it's clear the protagonist spoke, but we're left to imagine their exact words for ourselves. These games also usually characterize their protagonists subtly and give us an idea of their personalities. There was a time when I thought, "If they're going to do that, what's the point of keeping Link silent?" But I realize letting players fill in the missing dialogue has value, because I usually provide a personal touch that wouldn't be there if the dialogue was shown. This method has its limits, though; the more complex and character-driven the story you want to tell, the more likely you'll do best to show the main character's dialogue. It would never have worked in Spec Ops: The Line, for example.

Meanwhile, Gordon Freeman simply never speaks. Inexplicably. There are no points in the game where he seems to have said something, which means all we have to fill in are his unspoken thoughts. Nobody notices or cares that Gordon never speaks to them. Claude from GTAIII was retconned to be an actual mute, but in the game, no one acknowledges or acts realistically about his muteness.

2. The important factor isn't speaking, but agency. Agency means that the character makes choices that decide his fate. I've heard it said that a protagonist who doesn't make such choices is not a protagonist at all. There are silent protagonists who have agency. Link (in the later Zelda games), the Kid, and the Dragon Quest heroes come to mind. Likewise, there are speaking protagonists who don't have agency, such as Desmond Miles--these tend to be the most hated characters of all. Gordon is notorious for his complete lack of agency. This is what makes him so unlikeable to me; his silence is a more superficial factor.

With all this in mind, why is Gordon Freeman always the first name that comes up in discussions of silent protagonists, and why is his the picture always adorning the magazine articles? Developers like Nintendo and Armor Project have, through years of practice, learned to wield the silent protagonist to much greater effect, and indie developers have come up with much more interesting methods of non-verbal storytelling. Even Half-Life's ability to tell stories through its world is second to the Silent Hill series.

Half-Life 2 is a product of the awkward puberty of gaming, being made with the sensibilities of Half-Life 1 (that is, the sensibilities of old-school FPS), but with modern character-driven storytelling applied to it in a way that just doesn't work. I have a feeling this is why Half-Life 3 hasn't seen the light of day; because Valve has hit their limit as to what they can do with this dysfunctional formula, but they can't risk the ire of the fandom by changing it. They wrote themselves into a corner.

People like to act as though video game storytelling is completely divorced from other forms of storytelling. The truth, however, is that video games are born from and part of the same artistic stream that is the legacy of mankind, and so has plenty in common with its brothers. Just as some games tell minimal stories, or tell non-verbal stories, or tell open-world stories, some games tell interactive but linear stories, and this, too, is fine. These types of games have elements in common with the linear, non-interactive storytelling of other art, and one of those elements is that the story centers around a round protagonist.

Even though I know it will never happen, I would like to see Gordon gain a voice. If he's written as well as Alyx Vance, it could be great. Alternatively, they could go the other way, forget about Alyx and Eli and Barney and join Painkiller in the league of modern old-school action games, which clearly there is a market for. I just think it would be a bad idea to stay where they are now.

What do you all think?
 

Toxic Sniper

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I honestly don't think of Gordon Freeman as the zenith of silent protagonists. I don't really think there is a zenith.

I wouldn't like to see Gordon Freeman get a voice. Not because I don't think Valve could do a great job, mind you, but because the purpose of the silent protagonist is to give a character more player agency, and voice just disrupts that agency. Half Life is a game all about atmosphere, and when you break the player agency, a lot of the atmosphere just dissipates.
 

Frotality

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ill give you that half life 2 is the product of an awkward puberty, and thats why relativity is what made it great. currently, there is nothing great about HL2's storytelling, but for its time is was a perfect fusion of linear narrative and player agency, and i do still enjoy it greatly, over a great many more modern FPS games.

valve did what they did because they wanted to tell a linear story without getting in the way of or railroading the player, and on that front i say they did a fantastic job. its a game you can enjoy as an old-school shooter and a great narrative all at once in one fluid motion, and that i think is worth a non-entity of a protagonist, because with that "old-school" mindset the character you play is never more than a face on the bottom of the screen or the cover of a box, a simple avatar the player assumes for no reason other than to justify their actions in-game.

gordon is a poor character, because he really isnt meant to be a character, just the hand on the crow bar that makes the storytelling and gameplay seamless. he is a means to an end, not at all the best silent protagonist, but a very effective protagonist all the same.
 

shrekfan246

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Because he's the ultimate nerd power fantasy stand-in.

I think you might be overthinking this a little.

Also because he looks like Hugh Laurie.

In all seriousness though, I think I've seen more people question why Gordon is held on such a high pedestal than people putting him on such a pedestal in the last two years.

Personally, I don't like or dislike him. Partially because I've never been able to finish any of the Half-Life games, but that's another story. But yeah, compared to Link, Chell, or even Jack from Bioshock, Gordon Freeman seems to just kinda be there. I find it hard to formulate any emotion toward him because he's not really a character at all, which... I suppose is something unique in itself. Even the Grey Warden from Dragon Age: Origins had a small amount of character.
 

senordesol

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I agree with TS, I don't think Gordon is the 'zenith' of silent protagonists...the entire concept, after all is pretty difficult to define. After, all it's easy to pick out a well written character against poorly written ones; but what about characters with *no* writing? How does the one make the other better?

I suppose you could argue there are times where Gordon could have just said 'Look out!' But, you know what? Maybe Gordon is mute. Maybe he was able to get a degree in Theoretical Physics because he spent most of his time observing than conversing. Seems to follow as most characters don't expect him to say much -despite the fact that he's a scientist (as opposed to, say, a soldier who's supposed to shut up and listen anyway).

But really, what's interesting about Half-Life -what I suspect creates the positive feelings that are projected onto Gordon Freeman- is the games' ability to tow the line between familiar and alien. From an office complex gone wrong to strange but identifiable biological symbiosis strategies on Xen.

Half-Life 2, for the time, was one of the best looking games ever made and it's physics engine (new technology at the time) made it's world feel immersive and alive. The fact that there are puzzles to be solved in both games, again not done terribly much before then, rather than mindless shooting gave the illusion of depth to Doctor Freeman. He solved problems with his noggin', and he didn't waste time yapping about them. Freeman got shit done!
 

hermes

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He is not the zenith. In many ways, he is not even a good example.

Personally, I like it better when they don't give him a voice, but give him lines (like Dishonored or Persona 4). In that way, the protagonist can be developed as a character, but it doesn't break your immersion (for that to work, the character doesn't have to be shown being mute. I hated that in Kingdoms of Amalur). I would rather be more "on rails" during some dialogue sections than the option implemented on Half Life 2, where the characters just stand there giving me huge amounts of expositions while I am busy building a tower out of cardboxes or throwing cans at their faces.
 

Johnny Novgorod

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shrekfan246 said:
Because he's the ultimate nerd power fantasy stand-in.

I think you might be overthinking this a little.

Also because he looks like Hugh Laurie.
I think he looks more like Bryan Cranston.

 

DoPo

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shrekfan246 said:
In all seriousness though, I think I've seen more people question why Gordon is held on such a high pedestal than people putting him on such a pedestal in the last two years.
Umm, yeah. This is what I observed, too.

Then again

Parker Chapin said:
With all this in mind, why is Gordon Freeman always the first name that comes up in discussions of silent protagonists, and why is his the picture always adorning the magazine articles?
I think you're confusing "memorable" with "praised". Yeah, Gordon Freeman is oft mentioned especially when it comes to silent characters, but I don't think each and every time he's held up as the zenith, he's just one of the more popular silent characters. In fact, I struggle to think of many other silent protagonists
- there is Corvo from Dishonored. And that game is still relatively new, compared to HL. Even then, Corvo does say stuff few times in the game, I'm not sure he completely counts, though.
- Steve from Minecraft, but I'm not sure he counts, as there isn't any plot nor is there anybody else to talk to (unless talking multiplayer, but then you can type stuff in the chat, presumably it's Steve saying it)
- the protagonist from Dark Souls, if I'm not mistaken.

And there are definitely more, but that's what I've got from the top of my head. So we have, maybe two other people aside from Freeman yet he's been around for quite a lot longer.
 

FalloutJack

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I'd actually like to see Half-Life with a Freeman's Mind mod to stick in lines from the machinima series for laughs.
 

KoudelkaMorgan

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I wouldn't put Gordon even in the top 10 list of SPs. He doesn't do anything apart from shoot things and beat them with a crowbar. He may as well be Tofu from RE2, because he has no characterization. You don't see him DO anything. YOU are doing everything, and people just happen to call you Gordon. You could mod in any custom skin you want for Gordon, and nothing about his character would change.

Mario, for the most part, is silent. Yet he has a deeply established persona. Hell Luigi typically has even less to say, and over the years has developed a surprising distinction from Mario, which originally they were identical and simply palette swaps.

Kirby, as far as I know hasn't said jack in game. Yet we all get his deal. He likes food, and he is kinda lazy. But he kicks ass when he needs to.

I'm not saying Mario, Luigi, and Kirby are better characters than Gordon Freeman. I'm saying that Gordon Freeman isn't a character anymore than the original Doomguy is a character.

Headcrab zombies have more characterization than Gordon. Every npc he meets in the series, is a more interesting character than Gordon.

Which is often the case with silent protagonists. Chrono may be cool and all, but I think Frog and the rest are all better characters. At least Chrono sacrifices himself, giving him that much characterization.

My top pick for a SP is Samus Aran. Or it was, recently she has a habit of narrating missions or in Other M's case actual dialogue. I would also consider her to be a much better nerd power fantasy.

Would you rather be a scientist armed with a crowbar and a gravity gun, or have your own ship, powersuit, and take on Space Pirates?

Cops and headcrabs, or Ridley and Metroids?
 

Zhukov

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Because he was in very good games.

That's about all there is to it.
 

BleedingPride

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The only reason Gordon Freeman could ever be considered the height of silent protagonists is because he is in Half Life, that's the only reason for me. I don't see Gordon as anything special at all, I have zero connection with him.
 

NiPah

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Gordon Freeman actually talked in Half Life 2, you just couldn't hear him.
Everyone in the game just ignored everything you said.
This, along with some of the best graphics for its time, is one of the reasons Half Life 2 is one of the most realistic games ever made.
 

DrunkOnEstus

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Let me start off by saying that the OP could have been paid to make that a feature and I would have read it (I read the whole thing anyway, but you know what I mean).

I don't think it's so much that people admire Freeman himself, but that they played an amazing game seemingly from the future that happened to have Freeman in it. He was the face of it, the humanization associated with the nebulous discussion of "Half-Life" as a whole. I've never heard anyone give me a good reason why he's a great character without mentioning things that are great about half-life itself. In fact, jumping around and walking in circles while people dump exposition are my least favorite parts of Half-Life 2 and it takes me right the fuck out of it.

I've beaten 1 and 2, haven't gotten to the episodes for whatever reason. Each time, I felt like I beat the game. I completely forget that I'm supposed to be a somewhat nerdy guy with an MIT degree until some NPC mentions that and then doesn't call me rude for just staring at him.

I think you're right about Half-Life 3 though. People would flip shit if he could talk. People would flip shit if there was regenerating health/shields/SGWW elements. HL2 was a strange marriage of old-school design and the pioneering regarding what could be done with video game storytelling. People these days generally don't have the patience for the old-school aspects of it anymore, and many of the things it pioneered were heavily copied and inspired and would now be the status quo. I'm sure they want to release an HL3 that changes everything and blows minds again, and they're not quite sure how to do that based on what they have to work with in HL2:EP2. I'm sure Source 2 or whatever the new engine is would be step one, but that's becoming a different discussion.

Anyway, thank you OP for writing that up, it was pleasurable to read and like I said could have easily been a featured article with a little editing. You've got that skill that hooked me to the end of the post.
 

Olas

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Parker Chapin said:
Then there's Half-Life 2. Unlike any of the games I named above, Half-Life 2 has a character-driven, dialogue-driven storyline
And already you?re off track. Half Life 2?s story is told in a wide variety of means, dialogue only being one of them, many context clues and important details are scattered around your environment, on computer monitors and TV screen, signs or posters on the wall, context clues hidden in the environment. Sure you learn a lot from hearing people talk, whether it?s directly to you in conversation or overhearing a message playing on the radio, but Half-Life 2 tells a lot of the story non-verbally too, which is good because Gordon spends a lot of time alone throughout the game.

Parker Chapin said:
Gordon is not an undefined character; rather, he's a defined character in a defined storyline who happens to never speak and have no personality.
He?s only a defined character in the sense that he has a name, and appearance, and a degree in nuclear physics. His actual past outside his career is left deliberately ambiguous, as is his personality.

Parker Chapin said:
In discussions, I'm usually told that you're supposed to fill in Gordon's personality yourself, or that "Gordon is you." However, if Gordon were me, then the first thing he would have done after stepping off the train in City 17 was think of the least suspicious way to ask someone what the hell was going on. So the "Gordon is me" thing trips on its own feet right out of the gate.
No, Gordon is you within the limitations of what the creators could program. There?s no game where you actually get to talk to people, AI hasn?t reached the point yet where that?s feasible. Dialogue options are a bastardization of free agency that basically lets you choose from a few pre-selected phrases while at the same time completely destroying the game?s immersion. In a way not being able to talk put?s emphasis on your actions, which the game always gives you complete control over.

Parker Chapin said:
Half-Life 2 asks you to roleplay but gives you no space to do so. You're forced to follow the game's set sequence of events, and the only thing you have the power to choose is how you feel about it.
It?s brilliant in that sense isn?t it? The game tells a linear story without ever commanding you where to go, there are no objective markers, or arrows over your head, or invisible walls. Technically you have total freedom of movement, yet the game is guiding you along a chosen path even if it feels voluntary. The strings that the game pulls are invisible, It gives you a sense of total freedom while not actually giving you any freedom at all.

Parker Chapin said:
It's also usually pointed out that the G-Man provides an in-universe reason why Gordon has no control over his fate. But since we've learned next to nothing about him or his plans in 2.67 games, I can't help but see him as a plot device built to justify Gordon's lack of agency. In other words, Gordon isn't silent because he's a pawn of the G-Man, he's a pawn of the G-Man because he's silent.
G-Man is not the reason Gordon has a lack of agency, anyone who tells you that is just reaching for an excuse where one isn?t even needed. Gordon lacks agency throughout the first Half-Life which is before he starts working for G-Man. The characters in Half Life: Opposing Force, Half Life: Blue Shift, and Half-Life: Decay didn?t have any agency either and none of them even encounter G-Man.
G-Man is a character within Half-Life?s story, a very interesting, powerful, and mysterious character, but just a character.
Gordon?s lack of agency is, within the context of the story, simply a matter of his limited paths of movement created by his environment. Though the real reason for it is the fact that it?s a videogame.


Parker Chapin said:
Meanwhile, Gordon Freeman simply never speaks. Inexplicably. There are no points in the game where he seems to have said something, which means all we have to fill in are his unspoken thoughts. Nobody notices or cares that Gordon never speaks to them. Claude from GTAIII was retconned to be an actual mute, but in the game, no one acknowledges or acts realistically about his muteness.
This is probably the best argument against Gordon Freeman?s lack of dialogue. I?ll say the same thing I usually say. It?s just something you have to suspend your disbelief for. If realism is really that important to you, you can pretend Gordon really is a mute character. Technically there?s nothing in the story that contradicts that possibility. Though it?s never actually bothered me, I always treated it almost as a running gag.
Parker Chapin said:
2. The important factor isn't speaking, but agency. Agency means that the character makes choices that decide his fate. I've heard it said that a protagonist who doesn't make such choices is not a protagonist at all. There are silent protagonists who have agency. Link (in the later Zelda games), the Kid, and the Dragon Quest heroes come to mind. Likewise, there are speaking protagonists who don't have agency, such as Desmond Miles--these tend to be the most hated characters of all. Gordon is notorious for his complete lack of agency. This is what makes him so unlikeable to me; his silence is a more superficial factor.
I?m not entirely sure what you mean by ?lacking agency?. If you?re complaining that Half-Life has a linear story progression, then you?re basically criticizing the majority of video games. Even most open world games have a linear story progression that you have to follow to reach the end. Link doesn?t have any agency, he has to go through all the dungeons, get the magic whatsits, and kill Ganondorf or whoever the last boss is. Sure some games let you make choices that influence you?re character?s story arc, often with those horrible dialogue options, but that can hardly be expected of every game. I?m not even entirely sure it?s better to have that much freedom since it basically turns the storytelling process over to the player, who might not always know what makes for the best story.
If by agency you simply mean the freedom to control your character?s actions then Half-Life gives you more agency than almost any game I can think of. There are no cutscenes where Gordon acts without you, the only time you can?t control his movement is when he?s trapped in something. And while the actions you take as him may not affect the overall path of the story, they definitely impact whether you win or lose.
Parker Chapin said:
With all this in mind, why is Gordon Freeman always the first name that comes up in discussions of silent protagonists, and why is his the picture always adorning the magazine articles? Developers like Nintendo and Armor Project have, through years of practice, learned to wield the silent protagonist to much greater effect, and indie developers have come up with much more interesting methods of non-verbal storytelling. Even Half-Life's ability to tell stories through its world is second to the Silent Hill series.
Mario says ?Ma-ma Mia?, Link grunts and occasionally get?s dialogue options, Samus talks nonstop for an entire game, Donkey Kong is a monkey and even then makes quite a bit of verbal noise.
Gordon Freeman is not only in one of the most popular franchises in existence, but he?s also one of the most silent silent protagonists out there. He?s also in an otherwise pretty realistic series of games which makes his silence more jarringly obvious.

Parker Chapin said:
Even though I know it will never happen, I would like to see Gordon gain a voice. If he's written as well as Alyx Vance, it could be great. Alternatively, they could go the other way, forget about Alyx and Eli and Barney and join Painkiller in the league of modern old-school action games, which clearly there is a market for. I just think it would be a bad idea to stay where they are now.
No... fucking.... way. Giving Gordon a voice would be a terrible idea for so many reasons.

1. It would take away the only thing about him that's actually interesting.
2. There's no single personality they could choose for him that would please all fans, leaving many alienated.
3. It would create an effective discontinuity with the previous games, forcing us to ask why he's suddenly a chatty Cathy.
4. It would break the immersion that his silence created to begin with, it would take away your control over the character because now he's saying things you never wanted him to say. He wouldn't be 'you' anymore.
6. There's no guarantee his words would sync up with his actions. During scenes of dialogue in Half Life you have the freedom to turn your back to a person who's talking to you or even walk out of the room. It would be pretty silly and immersion breaking to have Gordon talking to people when he's not facing them or even nearby. In fact this extends to everything Gordon does. If Gordon says that he loves plants the player could then spend 5 minutes shooting at a tree.
7. It would remove the innocence that silent protagonists tend to have, suddenly he'd be trying to influence people and the world through what he says. Trying to keep him innocent though by making him completely submissive would make his character seem incredibly lame.
8. More dialogue = more boringness. And more dialogue would be almost unavoidable if suddenly Gordon is expected to respond to things like a normal person.
 

MysticSlayer

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I think Gordon Freeman is simply used as the iconic silent protagonist because he was one of the first to really emphasize silence for immersion purposes. That is, he was simply a blank slate that you could project any personality or character trait onto, only being slightly limited by the way people respond to you. Characters like Mario, Link, and Samus all have personalities that are portrayed through their body language, facial expressions, and/or actions outside of the gameplay. They're basically the equivalent to Wall-E, having little to no voice acting but also having a distinct personality all their own. Gordon Freeman has nothing but what you give him, and considering so many FPSs since Half-Life 2 try to emphasize that, he's sort of regarded as iconic among silent protagonists for what he helped them become. It also helps that he's the ultimate nerd fantasy.

Granted, I still prefer having a voiced protagonist, or at least a silent one with some actual personality, but I can at least see the appeal in protagonists like Freeman, especially in FPS games, where there tend to be fewer actual cutscenes and a greater emphasis on player input into the story and struggles. Sure, there are some FPS protagonists that I prefer to Freeman, such as Delta from BioShock 2 or Samus from the Metroid Prime games, but the praise he receives isn't completely undeserved.
 

Souplex

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It's an elaborate joke, like how people on the Escapist joke about The Basement, or when mentioning non-specific Escapist members link what you at first think is your account until you read the URL.
Nobody seriously thinks that Gordon Freeman is a good character, just like they don't seriously think that "Chuck Norris is so tough that under his beard is another fist."
Just learn to laugh every time someone says it.