History Main / HeroicMime

15th Aug '17 1:47:04 PM Kadorhal
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** Blaze in ''VideoGame/AceCombat5TheUnSungWar'' is apparently only capable of saying yes, no, and basic orders to his wingmen. This becomes especially noticeable in missions where the flight leader must speak; in those cases, another character takes over as lead. He apparently speaks enough for one character to be able to recognise his voice.

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** Blaze in ''VideoGame/AceCombat5TheUnSungWar'' is apparently only capable of saying yes, no, and giving basic orders to his wingmen. This becomes especially noticeable in missions where the flight leader must speak; in those cases, another character takes over as lead. He apparently speaks enough for one character to be able to recognise his voice.



** Subverted in ''VideoGame/AceCombat2'' where the hero character speaks a single line requesting landing and subverted again in ''VideoGame/AceCombatXiSkiesOfIncursion'' where the main character actually speaks complete sentences. [[OlderThanTheyThink These two examples were done prior to Assault Horizon, by the way.]]

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** Subverted in ''VideoGame/AceCombat2'' [[OlderThanTheyThink the earlier]] ''VideoGame/AceCombat2'', where the hero character Scarface One speaks a single line for requesting landing after a few missions, and subverted again in ''VideoGame/AceCombatXiSkiesOfIncursion'' ''Ace Combat Xi'', where the main character Falco One actually speaks complete sentences. [[OlderThanTheyThink These two examples were done prior to Assault Horizon, by sentences, on top of him being the way.]]HeroOfAnotherStory who had a speaking role in a late-game mission of ''VideoGame/{{Ace Combat X|SkiesOfDeception}}''.



* Even the iconic, richly-characterised Solid Snake of ''Franchise/MetalGear'' fame used to be one of these, back in the original game, ''VideoGame/MetalGear''. While not entirely mute, he spoke a single line, which served more as proof the computer was responding, whenever he attempted to contact an ally via his radio communicator - ''"This is Solid Snake. Your reply, please..."''. Oddly, even this little line is so at odds with his [[ReTool later characterisation]] (he was retooled from a refined, cynical Bond-type into a bitter, [[GeniusBruiser highly-intelligent]] WarriorPoet, although easily for the better) it's difficult to imagine him saying it, even knowing what his voice sounds like...
* ''VideoGame/{{Dishonored}}'', has Corvo, though ironically most game critics and reviews state that his lack of speaking is one of major flaws of this game, as he pretty much has no personality.

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* Even the iconic, richly-characterised Solid Snake of ''Franchise/MetalGear'' ''VideoGame/MetalGear'' fame used to be one of these, back in [[VideoGame/MetalGear1 the original game, ''VideoGame/MetalGear''.game]]. While not entirely mute, he spoke a single line, which served more as proof the computer was responding, whenever he attempted to contact an ally via his radio communicator - ''"This is Solid Snake. Your reply, please..."''. Oddly, even this little line is [[EarlyInstallmentWeirdness so at odds with with]] his [[ReTool later characterisation]] characterisation (he was retooled {{retool}}ed from a refined, cynical Bond-type [[Franchise/JamesBond Bond-type]] into a bitter, [[GeniusBruiser highly-intelligent]] WarriorPoet, although easily for the better) it's difficult to imagine him saying it, even knowing what his voice sounds like...
like.
* ''VideoGame/{{Dishonored}}'', has Corvo, though ironically most game critics and reviews state that his lack of speaking is one of the major flaws of this game, as he pretty much has no personality.personality beyond how much of a taste for bloodshed the player plays him to have.



-->''Sergei: What? Did you say something? No, I only think you did, hehehehehe... you're a quiet man.''

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-->''Sergei: -->'''Sergei:''' What? Did you say something? No, I only think you did, hehehehehe... you're a quiet man.''



* Played straight and averted in ''VideoGame/{{Metro 2033}}''. Artyom, the protagonist, never speaks during the game itself (besides uttering ''Fuck'' during one accident), even if on multiple occasions other characters speak to him or even ask questions (which is also lampshaded few times). On the other hand, Artem is narrating the story during the loading screens.
** Artyom can be seen as a quiet, introverted person. In his room, in the beginning of the game, he is seen daydreaming about the world before the war. He also has an extensive collection of books, like "On the origin of species"

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* Played straight and averted in ''VideoGame/{{Metro 2033}}''. Artyom, the protagonist, never speaks during the game itself (besides uttering ''Fuck'' a muttered PrecisionFStrike during one accident), even if on multiple occasions other characters speak to him or even ask questions (which is also lampshaded a few times). On the other hand, Artem is narrating the story during the loading screens.
** Artyom can be seen as a quiet, introverted person. In his room, in the beginning of the game, he is seen daydreaming about the world before the war. He also has an extensive collection of books, like "On ''On the origin Origin of species"Species''.



* "Claude," the main character in ''VideoGame/GrandTheftAutoIII'' does not say anything throughout the game. He makes a cameo in ''VideoGame/GrandTheftAutoSanAndreas'' and also says nothing, causing CJ to call him a "mute asshole".

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* "Claude," the main character in ''VideoGame/GrandTheftAutoIII'' does not say anything throughout the game. He makes game, in contrast to the later Tommy Vercetti of ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' and Carl Johnson of ''[[VideoGame/GrandTheftAutoSanAndreas San Andreas]]''. Interestingly, he has [[PreviousPlayerCharacterCameo a cameo in ''VideoGame/GrandTheftAutoSanAndreas'' and also appearance]] around a third of the way through ''San Andreas'', where he ''still'' says absolutely nothing, causing CJ to call him a "mute asshole".



* The protagonist of ''SaintsRow'' does not speak for the majority of the game; various friends and the occasional enemy [[LampshadeHanging lampshade it]] repeatedly during the storylines. You get one (generally completely awesome) sentence in the cutscenes at the end of each gang storyline, and it's startlingly satisfying whenever he opens his mouth. [[spoiler:Turns out he was just being a good henchman, and got very tired of being walked all over because of his good henchmanness - in the second and third games, he/she's much more vocal.]]

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* The protagonist of ''SaintsRow'' ''VideoGame/SaintsRow1'' does not speak for the majority of the game; various friends and the occasional enemy [[LampshadeHanging lampshade it]] repeatedly during the storylines. You get one (generally completely awesome) sentence in the cutscenes at the end of each gang storyline, and it's startlingly satisfying whenever he opens his mouth. mouth (including [[ShutUpHannibal interrupting]] a MotiveRant - which includes a threat on his life - to ask if the ranter can speed things up so he can go get something to eat). [[spoiler:Turns out he was just being a good henchman, and got very tired of being walked all over because of his good henchmanness henchmanness]] - in the second [[VideoGame/SaintsRow2 second]], [[VideoGame/SaintsRowTheThird third]], and third [[VideoGame/SaintsRowIV fourth]] games, he/she's s/he's much more vocal.]]vocal, as befitting being the new leader of the Saints.
8th Aug '17 12:22:56 PM Kadorhal
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** The Ranger in ''VideoGame/QuakeI'' is pretty much a straight 3D conversion of the classic Doomguy - he has a nickname, he has a set appearance, but that's it. He never says anything beyond grunts from jumping, getting hit or dying.

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** The Ranger in ''VideoGame/QuakeI'' is pretty much a straight 3D conversion of the classic Doomguy - he has a nickname, nickname given to him after the game came out, he has a set appearance, but that's it. He never says anything beyond grunts from jumping, getting hit or dying.
8th Aug '17 12:10:58 PM Kadorhal
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* In ''VideoGame/QuakeIV'', the protagonist, Matthew Kane, never speaks, not even when reacting to other characters.
** It's possible that he may not even be able to talk normally after what happens to him after being captured. This doesn't explain why he's silent before that, of course, and why when he's rescued he doesn't even nod or shake his head. People talked about him basically every time they saw him before or after, and sometimes asked him questions.
** Kane does speak once, in one cutscene, before he's taken by the Strogg. That's it.
** Probably the only sign of any personality, at all, in the game happened in the cutscene where he saw a new kind of enemy, the ''female'' cyborg zombie and the first on-screen female in the game - she didn't do anything at first, so he got closer, then lowered his weapon and reached for her face with his free hand. That's it. That's all. Generic SpaceMarine Stoicism all the way.

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* ''VideoGame/{{Quake}}'':
** The Ranger in ''VideoGame/QuakeI'' is pretty much a straight 3D conversion of the classic Doomguy - he has a nickname, he has a set appearance, but that's it. He never says anything beyond grunts from jumping, getting hit or dying.
** ''VideoGame/QuakeII'' looks to avert this in the opening cinematic, where the player character speaks quite clearly and often during his descent onto Stroggos. He also has an actual name, rather than just a nickname, as turning around at the start of gameplay shows the name "Bitterman" emblazoned on his drop pod. However, after losing contact with HQ during the opening, he never says a word in actual gameplay. He doesn't even really get a physical appearance like the Ranger until his [[TheCameo guest appearance]] in ''VideoGame/QuakeIIIArena''.
**
In ''VideoGame/QuakeIV'', outside of a single cutscene before he's taken by the Strogg, the protagonist, Matthew Kane, never speaks, not even when reacting to other characters.
**
characters. It's possible afterwards that he may not even be able ''able'' to talk normally after what happens to him after being captured. This normally, though it doesn't explain why he's silent he talked so little before that, of course, and why when he's rescued he doesn't that even nod or shake his head. People as people talked to or about him basically every time they saw him before or after, you find them, and sometimes even asked him questions.
** Kane does speak once, in one cutscene, before he's taken by the Strogg. That's it.
**
questions. Probably the only sign of any personality, at all, in the game happened in the cutscene where he saw a new kind of enemy, the ''female'' cyborg zombie and the first on-screen female in the game - she didn't do anything at first, so he got closer, then lowered his weapon and reached for her face with his free hand. That's it. That's all. Generic SpaceMarine Stoicism all the way.



** In the sequel ''F.E.A.R. 2: Project Origin'', main character Michael Becket also never speaks.
*** If he could speak and report his findings to his squad, quite a few of their problems would have probably been avoided.

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** In the sequel ''F.E.A.R. 2: Project Origin'', main character Michael Becket also never speaks.
***
speaks. If he could speak and report his findings to his squad, quite a few of their problems would have probably been avoided.



** Pointman still doesn't speak in F.E.A.R 3, he seems to communicate solely with glaring and nondescript facial expressions. Nobody even notices that those expressions are directed at Fettel's ghost who only he can see half the time. [[spoiler:Becket, however, returns from the second game, and he does get to speak this time.]]

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** Pointman still doesn't speak in F.E.A.R 3, he seems to communicate solely with glaring and nondescript facial expressions. Nobody even notices that half the time those expressions are directed at Fettel's ghost ghost, who only he none of the other [=NPCs=] in cutscenes can see half the time.even see. [[spoiler:Becket, however, returns from the second game, and he does get to speak this time.]]
27th Jul '17 10:06:00 AM Kadorhal
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* Rookie One in the first ''Star Wars: VideoGame/RebelAssault'' game says little apart from "yes sir", etc. Averted in the sequel, though.

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* Rookie One in the first ''Star Wars: VideoGame/RebelAssault'' game isn't completely silent, but he says little apart from very little, outside some exposition during the introduction to the training course and other things like "yes sir", etc. Averted in the sequel, though.



* Played with in ''VideoGame/{{Magicka}}'' where multiple times the players tasked to talk to someone, but has their silence results in violence.

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* Played with in ''VideoGame/{{Magicka}}'' ''VideoGame/{{Magicka}}'', where multiple times the players are tasked to talk to someone, but has end up saying nothing, with their silence results resulting in violence.needless violence. Vlad points out as much on several occasions, complaining after your visit to [[TheUnderworld Niflheim]] that "you have no social skills whatsoever!", and noting in the between-level narration after fighting Fafnir that the heroes are "still incapable of forming sentences in stressful situations".



* ''[[TwelveThirteen 1213]]'' never says anything, but his thoughts are often conveyed to the player in text boxes anyway. Westbury [[LampshadeHanging hangs a lampshade on it]] by yelling at 1213, "WHY DON'T YOU EVER SAY ANYTHING?! I know you can! We taught you! Just a 'yes'! A nod of your head! A grunt! Just tell me you UNDERSTAND!"

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* ''[[TwelveThirteen 1213]]'' ''VideoGame/TwelveThirteen'' never says anything, but his thoughts are often conveyed to the player in text boxes anyway. Westbury [[LampshadeHanging hangs a lampshade on it]] by yelling at 1213, "WHY DON'T YOU EVER SAY ANYTHING?! I know you can! We taught you! Just a 'yes'! A nod of your head! A grunt! Just tell me you UNDERSTAND!"



* Taken to a ridiculous extreme in ''VideoGame/SuperSmashBros Brawl'''s Subspace Emissary, where ''nearly everyone'' is a Heroic Mime plotwise. Even the villains. Even the characters who do speak in their own games. At times it seems like the characters are communicating telepathically. You had to [[AllThereInTheManual read the official website]] just to find out what was going on. The only exceptions are Snake (who gets one line) and a few instances of CallingYourAttacks.

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* Taken to a ridiculous extreme in ''VideoGame/SuperSmashBros Brawl'''s Subspace Emissary, where ''nearly everyone'' is a Heroic Mime plotwise. Even the villains. Even the characters who do speak in their own games. At times it seems like the characters are communicating telepathically. You had to [[AllThereInTheManual read the official website]] just to find out what was going on. The only exceptions are Snake (who gets one line) line - [[LampshadeHanging "Kept you waiting, huh?"]]) and a few instances of CallingYourAttacks.



* ''VideoGame/CallOfDuty 4: VideoGame/ModernWarfare'' has two player-controlled characters, USMC Sergeant Paul Jackson and SAS Sergeant "Soap" [=MacTavish=]. Both are unable to respond verbally, although when you get a choice you can respond physically. ("Want to run through the training-house again? Just rearm yourself and slide down the rope.") You also play as Lieutenant Price for two missions, and he doesn't speak while you have control of him.

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* ''VideoGame/CallOfDuty 4: VideoGame/ModernWarfare'' has two player-controlled characters, USMC Sergeant Paul Jackson and SAS Sergeant "Soap" [=MacTavish=]. Both are unable to respond verbally, although when you get a choice you can respond physically. ("Want to run through physically (such as, at the training-house again? Just rearm yourself and slide down end of the rope.") You tutorial level, choosing either to go back up to redo the course or heading over to the monitors with everyone else to end the level). There's also a pair of flashback missions where you play as Lieutenant Price for two missions, then-Lieutenant Price, and he doesn't speak while you have control of him.him despite talking as an NPC. The only character who talks under the player's control is the thermal-imaging TV operator of the AC-130 from the mission "DeathFromAbove".



*** In the very first mission, when you are playing as Miller, your Japanese captor says to you, "You think because you say nothing, you're strong?"

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*** In the very first mission, when you are playing as Miller, your Japanese captor says to you, taunts you by asking, "You think because you say nothing, you're strong?"



** Interestingly enough, Soap [=MacTavish=] is the player-character's NPC squad leader in ''Modern Warfare 2,'' which means he has actual, pre-written characterization. This in itself isn't all that bad, and indeed is a clever ContinuityNod, but Soap's personality is sure to have conflicted with what some players imagined him to be while playing as him during his Heroic Mime phase. For other players, it was Soap's ridiculous hair that conflicted with their ideas.
*** ''Black Ops'' also had [[spoiler:Dimitri Petrenko]] return as a NPC with both his face shown and his voice revealed, as well as a semblance of a personality, in "Project Nova."
*** ''Black Ops'' averts this on the whole: It's the first time the character the player controls talks often.
** For the first time in the series, the Thermal Imaging TV Operator aboard the AC-130 in ''VideoGame/ModernWarfare'''s "Death From Above" mission could be heard speaking during the mission. ''VideoGame/CallOfDutyBlackOps'' is also the first game to have every protagonist speak during the mission, allowing them to actually communicate what they see and do to the rest of the group.

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** Interestingly enough, Soap [=MacTavish=] is the player-character's player character's NPC squad leader in ''Modern Warfare 2,'' which means he has actual, pre-written characterization. This in itself isn't all that bad, and indeed is a clever ContinuityNod, but Soap's personality is sure to have conflicted with what some players imagined him to be while playing as him during his Heroic Mime phase. For other players, it was Soap's ridiculous hair that conflicted with their ideas.
*** ''Black Ops'' ''VideoGame/CallOfDutyBlackOps'' averts this on the whole, as every protagonist speaks during gameplay, allowing them to actually communicate what they see and do to the rest of their group. It also had [[spoiler:Dimitri Petrenko]] return as a an NPC with both his face shown and his voice revealed, as well as a semblance of a personality, in the flashback mission "Project Nova."
*** ''Black Ops'' averts this on the whole: It's the first time the character the player controls talks often.
** For the first time in the series, the Thermal Imaging TV Operator aboard the AC-130 in ''VideoGame/ModernWarfare'''s "Death From Above" mission could be heard speaking during the mission. ''VideoGame/CallOfDutyBlackOps'' is also the first game to have every protagonist speak during the mission, allowing them to actually communicate what they see and do to the rest of the group.
"



*** The ''Opposing Force'' tutorial does the same with Adrian: "What is your name, soldier?!... '''[[DrillSergeantNasty SOUND OFF LIKE YOU GOT A PURPOSE!!!]]'''... Corporal Shephard, eh?" Unique from the others, not only we never hear Adrian speaking but we don't even see his face as he's wearing a gasmask during all of his screentime and no concept art exists either, except [[http://img4.wikia.nocookie.net/__cb20090628221326/half-life/en/images/e/ef/Shephard_unmasked.jpg this pre-game image]].

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*** The ''Opposing Force'' tutorial does the same with Adrian: "What is your name, soldier?!... '''[[DrillSergeantNasty SOUND OFF LIKE YOU GOT A PURPOSE!!!]]'''... Corporal Shephard, eh?" Unique from the others, not only we never hear Adrian speaking but we don't even see his face face, as he's wearing a gasmask during all of his screentime and no concept art exists either, except [[http://img4.wikia.nocookie.net/__cb20090628221326/half-life/en/images/e/ef/Shephard_unmasked.jpg this pre-game image]].



-->'''Rebel:''' He has the gift. I've got the urge to run.
--> '''Another Rebel:''' I'd like to back away slowly. Does that count?

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-->'''Rebel:''' He has the gift. I've got the urge to run.
-->
run.\\
'''Another Rebel:''' I'd like to back away slowly. Does that count?



** The mod ''Project Brutality'' throws Doomguy's "man of few words" shtick out the window in favor of portraying him as he is in the [[Comicbook/{{Doom}} Doom comic]] in all his energetic, bombastic, sadistic glory.

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** The mod ''VideoGame/BrutalDoom'' and especially its offshoot ''Project Brutality'' throws throw Doomguy's "man of few words" shtick out the window in favor of portraying him as he is in the [[Comicbook/{{Doom}} Doom comic]] comic, in all his energetic, bombastic, sadistic glory. glory.



** Pointman still doesn't speak in F.E.A.R 3, he seems to communicate solely with glaring and nondescript facial expressions. Nobody even notices that those expressions are directed at Fettel's ghost half the time. [[spoiler:Becket, however, returns from the second game, and he does get to speak this time.]]

to:

** Pointman still doesn't speak in F.E.A.R 3, he seems to communicate solely with glaring and nondescript facial expressions. Nobody even notices that those expressions are directed at Fettel's ghost who only he can see half the time. [[spoiler:Becket, however, returns from the second game, and he does get to speak this time.]]



** [[spoiler:And to prevent the player from figuring this out early, both the main and his NPC partner Devlin are voiced by Creator/NolanNorth, meaning that when the player hears the shout, he'll likely think it's Devlin shouting.]]

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** [[spoiler:And to prevent the player from figuring this out early, both the main that character and his your NPC partner Devlin are voiced by Creator/NolanNorth, meaning that when the player hears the shout, he'll likely think it's Devlin shouting.]]



* Whichever of the dozen protagonists you choose in ''VideoGame/FarCry2'' doesn't speak in game. The rest of them do show up as buddies and are capable of speech. ''VideoGame/FarCry3'', ''VideoGame/FarCry4'' and especially ''VideoGame/FarCry3BloodDragon'' avert it with each main character speaking when interacting with [=NPCs=], particularly Rex "Power" Colt, who [[PungeonMaster constantly spouts]] {{Bond One Liner}}s.

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* Whichever of the dozen protagonists you choose in ''VideoGame/FarCry2'' doesn't speak in game. The rest of them do show up as buddies and are capable of speech. ''VideoGame/FarCry3'', ''VideoGame/FarCry4'' and especially ''VideoGame/FarCry3BloodDragon'' avert it with each main character speaking when interacting with [=NPCs=], particularly Rex "Power" Colt, who [[PungeonMaster constantly spouts]] {{Bond One Liner}}s.constantly]] spouts BondOneLiner[=s=].



* "Claude," the main character in ''VideoGame/GrandTheftAutoIII'' does not say anything throughout the game. He makes a cameo in ''Grand Theft Auto: San Andreas'' and also says nothing, causing CJ to call him a "mute asshole".

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* "Claude," the main character in ''VideoGame/GrandTheftAutoIII'' does not say anything throughout the game. He makes a cameo in ''Grand Theft Auto: San Andreas'' ''VideoGame/GrandTheftAutoSanAndreas'' and also says nothing, causing CJ to call him a "mute asshole".



* ''ViedoGame/{{Roundabout}}'' plays the trope for laughs. Georgio, a limo driver, never utters a single word and only makes various facial expressions and adjusting her body language at her passengers. Not only are the passengers are fully able to understand what Georgio is conveying, the narrator lampshades Georgio's silence as being her strong point in communication.

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* ''ViedoGame/{{Roundabout}}'' ''VideoGame/{{Roundabout}}'' plays the trope for laughs. Georgio, a limo driver, never utters a single word and only makes various facial expressions and adjusting her body language at her passengers. Not only are the passengers are fully able to understand what Georgio is conveying, the narrator lampshades Georgio's silence as being her strong point in communication.
2nd Jul '17 12:49:51 AM MiriOhki
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Added DiffLines:

** And [[LampshadeHanging lampshaded all to hell and back]] when [[spoiler: Lord Hien struggles to find something to say to his victorious subjects]], and the player can say [[{{Irony}} "If you won't say anything, I will."]]
1st Jul '17 3:20:12 PM MCE
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Added DiffLines:

--> '''Another Rebel:''' I'd like to back away slowly. Does that count?
28th Jun '17 10:15:47 PM dreamanents
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** Downplayed even more with the protagonist of ''VideoGame/{{Persona 5}}'', who has a few lines in cutscenes, and will even drop some StockPhrases in battles and in-game menus. However, he still never voices his DialogueTree lines, and has the fewest spoken lines of any named character in the game, despite being the one you spend 95% of your time with.

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** Downplayed even more with the protagonist of ''VideoGame/{{Persona 5}}'', who has a few lines in cutscenes, and will even drop some StockPhrases in battles and in-game menus. However, he still never voices his DialogueTree lines, and has the fewest spoken lines of any named character in the game, despite being the one you spend 95% of your time with. In spite of that, he does have a clear personality one can especially see when in a Palace or in Mementos; he's surprisingly HotBlooded, has some shades of being a BloodKnight, and even is a bit [[LargeHam hammy]], again, despite having limited voiced dialogue.
15th Jun '17 11:57:06 PM TheNerevarine
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* Jericho Cross in ''VideoGame/DarkWatch'' never utters a single word besides grunts and screams. With that said, its implied that he can speak normally, as there is a dialogue option available during one level (which is completely skippable) where we don't hear his voice, but he seems to communicate normally.
15th Jun '17 5:20:14 AM Kadorhal
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*** The very first game also lampshaded this when the British player character and Captain Price infiltrate the ''Tirpitz''; Price, while discussing the plan to sabotage the ship, asks that "unless your German's improved, leave the talking to me".

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*** The very first game also lampshaded this when the British player character and Captain Price infiltrate the ''Tirpitz''; Price, while discussing the plan to sabotage the ship, asks that "unless your German's improved, leave let me handle the talking to me".talking".



* Present in ''VideoGame/{{Unreal|I}}'' but avoided in ''[[ExpansionPack Return To Na Pali]]'' where you character has audio logs between missions. ''VideoGame/UnrealIITheAwakening'''s main character John Dalton speaks quite frequently. The ''VideoGame/UnrealTournament'' games, being multiplayer focused, give you a menu option whether to play this straight or avert this by automatically taunting after every kill or objective.

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* Present in ''VideoGame/{{Unreal|I}}'' but avoided in ''[[ExpansionPack Return To Na Pali]]'' where you character has audio logs between missions. ''VideoGame/UnrealIITheAwakening'''s main character John Dalton speaks quite frequently. The ''VideoGame/UnrealTournament'' games, being multiplayer focused, give you a menu the option whether to play this straight or avert this by this, whether manually through the voice-command menu, or automatically taunting with a menu option to always taunt after every a kill or acknowledge a completed objective.



** [[spoiler: Subverted in the end, when Alcatraz appears to speak.....but Prophet has taken over his mind.]] As such, this trope is totally averted in ''Crysis 3'' and [[spoiler: Prophet]] is completely talkative.

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** [[spoiler: Subverted [[spoiler:Subverted in the end, when Alcatraz appears to speak.....speak... but Prophet has taken over his mind.]] As such, this trope is totally averted in ''Crysis 3'' and [[spoiler: Prophet]] [[spoiler:Prophet]] is completely talkative.



* The game ''VideoGame/{{Singularity}}'' has an interesting example: the main character is mute for the majority of the game, with one major exception: [[spoiler:near the beginning of the game, you are saving an unconscious man in a burning building when you hear an NPC yell out, specifically imploring you ''not'' to save the man. Then the NPC he gets killed by falling rubble. You later find out that this was ''yourself'', from the future, having gone back in time to try and prevent the mess you're about to create.]]

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* The game ''VideoGame/{{Singularity}}'' has an interesting example: the main character is mute for the majority of the game, with one major exception: [[spoiler:near the beginning of the game, you are saving an unconscious man in a burning building when you hear an NPC yell out, specifically imploring you ''not'' to save the man. Then the NPC he gets killed by falling rubble. You later find out that this was ''yourself'', from the future, having gone back in time to try and prevent the mess you're about to create.]]



* Caim from ''VideoGame/{{Drakengard}}'' becomes a heroic mime when FunctionalMagic dissociates him from his voice in return for the allegiance of a powerful red dragon. A fair trade-off, some would say. This carries over to the second game, where Caim is STILL mute - but the new protagonist, having made no such deal, talks quite frequently.
* Hundred Knight from {{VideoGame/The Witch And The Hundred Knight}} due to it not being human. This is a problem for its master Metallia since she can't comprehend any report the hundred knight tries to convey.

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* Caim from ''VideoGame/{{Drakengard}}'' becomes a heroic mime after the opening stage when FunctionalMagic dissociates him from his voice in return for the allegiance of a powerful red dragon. A fair trade-off, some would say. This carries over to the second game, where Caim is STILL ''still'' mute - but the new protagonist, having made no such deal, talks quite frequently.
* The Hundred Knight from {{VideoGame/The Witch And The Hundred Knight}} ''VideoGame/TheWitchAndTheHundredKnight'', due to it not being human. This is a problem for its master Metallia Metallia, since she can't comprehend any report the hundred knight Hundred Knight tries to convey.



'''Player''': *nod*\\
However, the ''Heavensward'' storyline has the player character showing more emotion and having more dialogue choices that reflect the changes, which may be a sign of the character being one of their own instead of just a simple projection of the player.

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'''Player''': *nod*\\
*nod*
**
However, the ''Heavensward'' storyline has the player character showing more emotion and having more dialogue choices that reflect the changes, which may be a sign of the character being one of their own instead of just a simple projection of the player.
14th Jun '17 6:57:42 PM Meyers07TheTroper
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** Its later sister series ''Franchise/Fallout'' follows suit, but fully averted in the four game.

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** Its later sister series ''Franchise/Fallout'' ''Franchise/{{Fallout}}'' follows suit, but fully averted in the four game.
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