History Main / HeroicMime

21st Jun '18 9:10:07 PM Kadorhal
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*** ''Blue Shift'' goes out of its way to make it clear that Barney is in fact speaking, but that we can't hear him.
*** 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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*** ''Blue Shift'' goes out of its way to make it clear that Barney is in fact speaking, but that we simply can't hear him.
*** 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 pre-release image]].



* John Blade in ''VideoGame/{{SiN}} Episodes'' is a semi-silent protagonist (apart from a few voice clips and [[EnemyChatter one-liners]] that don't always make sense in context), and disconcertingly because in the original game and its ExpansionPack ''Wages of Sin'', he ''never shuts up''.
** Before future episodes were canceled, the developers mentioned in an interview that they thought John Blade worked better like this, but were surprised both by the negative reaction they received and by the fact that opinion seemed literally split down the middle. Had the second episode been released, Blade would've had a much more robust voice track hearkening back to the original game... and an option to turn it off.

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* John Blade in ''VideoGame/{{SiN}} Episodes'' is a semi-silent protagonist (apart from a few voice clips and [[EnemyChatter one-liners]] that don't always make sense in context), and disconcertingly because in the original game and its ExpansionPack ''Wages of Sin'', he ''never shuts up''.
**
up''. Before future episodes were canceled, the developers mentioned in an interview that they thought John Blade worked better like this, but were surprised both by the negative reaction they received and by the fact that opinion seemed literally split down the middle. Had the second episode been released, Blade would've had a much more robust voice track hearkening back to the original game... and an option to turn it off.



** The original two ''Doom'' games, of course, featured no interaction with anybody at all, so this trope doesn't even get a chance to apply.
** ''VideoGame/Doom2016'' plays with this in a rather amusing way. Doomguy is completely silent, but his utter contempt for anything to do with hell or the UAC are made glaringly obvious by his actions; the beginning even has him throwing away a terminal when the person speaking through it tries to give him exposition. You get the sense that Doomguy doesn't speak simply because he feels it's a waste of time when dealing with demons or idiots.
** The mod ''VideoGame/BrutalDoom'' and especially its offshoot ''Project Brutality'' throw Doomguy's "man of few words" shtick out the window in favor of portraying him as he is in the ComicBookAdaptation, in all his energetic, bombastic, sadistic glory.

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** The original two ''Doom'' games, of course, featured no interaction with anybody at all, so this trope doesn't even get a chance to apply.
apply. Conversely, the ''ComicBook/{{Doom}}'' ComicBookAdaptation made him very talkative... and this version of him is [[{{Cloudcuckoolander}} quite]] the [[HeroicComedicSociopath loony]].
** ''VideoGame/Doom2016'' plays with this in a rather amusing way. Doomguy is completely silent, but his utter contempt for anything to do with hell or the UAC are made glaringly obvious by his actions; the beginning even has him throwing away a terminal when the person speaking through it tries to give him exposition. You get the sense that Doomguy doesn't speak simply because he feels it's a waste of time when dealing with demons or idiots.
idiots. In his [[GuestFighter guest appearance]] in ''VideoGame/QuakeChampions'', his lack of talking is even treated as a second passive ability - since he doesn't say anything, he doesn't give away his position to the other fighters by announcing his presence.
** The mod ''VideoGame/BrutalDoom'' and especially its offshoot ''Project Brutality'' throw Doomguy's "man of few words" shtick out the window in favor of portraying him as he is in the ComicBookAdaptation, comic, in all his energetic, bombastic, sadistic glory.
21st Jun '18 4:13:16 PM CaptainLoony007
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The reckoning of the course of the stars
21st Jun '18 4:12:04 PM CaptainLoony007
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The reckoning of the course of the stars
13th Jun '18 12:14:13 AM nanakiro
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** Note that this only applies to playable Links; he tends to talk more when you're not playing as him, as in the case of his [[VideoGame/TheLegendOfZeldaALinkBetweenWorlds Lorulean]] counterpart [[spoiler: Ravio]] and [[[[VideoGame/TheLegendOfZeldaTwilightPrincess the Hero's Shade]], who is the deceased version of his OOT/MM incarnation]].

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** Note that this only applies to playable Links; he tends to talk more when you're not playing as him, as in the case of his [[VideoGame/TheLegendOfZeldaALinkBetweenWorlds Lorulean]] counterpart [[spoiler: Ravio]] and [[[[VideoGame/TheLegendOfZeldaTwilightPrincess [[spoiler:[[VideoGame/TheLegendOfZeldaTwilightPrincess the Hero's Shade]], who is the deceased version of his OOT/MM incarnation]].
13th Jun '18 12:12:53 AM nanakiro
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** To this day, the only Link in a game that had his talking restriction lifted was the one from the [[VideoGame/TheLegendOfZeldaCDI CD-I games]]. And once he started, he did ''not'' stop.
** Note that this only applies to playable Links; he tends to talk more when you're not playing as him, as in the case of his [[[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds Lorulean]] counterpart [[spoiler: Ravio]] and [[[[VideoGame/TheLegendOfZeldaTwilightPrincess the Hero's Shade]], who is the deceased version of his OOT/MM incarnation]].

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** To this day, the only Link in a game that had his talking restriction lifted was the one from the [[VideoGame/TheLegendOfZeldaCDI CD-I [[VideoGame/TheLegendOfZeldaCDiGames CD-i games]]. And once he started, he did ''not'' stop.
** Note that this only applies to playable Links; he tends to talk more when you're not playing as him, as in the case of his [[[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds [[VideoGame/TheLegendOfZeldaALinkBetweenWorlds Lorulean]] counterpart [[spoiler: Ravio]] and [[[[VideoGame/TheLegendOfZeldaTwilightPrincess the Hero's Shade]], who is the deceased version of his OOT/MM incarnation]].
13th Jun '18 12:11:00 AM nanakiro
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** To this day, the only Link in a game that had his talking restriction lifted was the one from the [[VideoGame/TheLegendOfZeldaCDI CD-I games]]. And once he started, he did ''not'' stop.
** Note that this only applies to playable Links; he tends to talk more when you're not playing as him, as in the case of his [[[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds Lorulean]] counterpart [[spoiler: Ravio]] and [[[[VideoGame/TheLegendOfZeldaTwilightPrincess the Hero's Shade]], who is the deceased version of his OOT/MM incarnation]].
22nd May '18 6:27:23 PM lcrossmk8
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* Various Nintendo characters, but especially Mario and company usually function as heroic mimes during play. The humorous extremes occurs in ''VideoGame/SuperMarioRPG'' for the SNES and ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]'' for the GBA. They pantomime ''everything''. Well, to be fair, most of them ''can'' speak ("It's a-me, Mario!" and sometimes "Mama-Mia!" as an exclaimation), they just doesn't do so very fluently so it's still an example.\\\

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* Various Nintendo characters, but especially the Mario Bros and company usually function as heroic mimes during play. The humorous extremes occurs in ''VideoGame/SuperMarioRPG'' for the SNES and ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]'' for the GBA. They pantomime ''everything''. Well, to be fair, most of them ''can'' speak ("It's a-me, Mario!" and sometimes "Mama-Mia!" as an exclaimation), they just doesn't do so very fluently so it's still an example.\\\
27th Apr '18 4:17:26 AM Malady
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All too often in video games, it seems like designers feel that the best way to get players to relate to the main character is to have said character have absolutely ''no'' dialogue at all. Even though you can't say a word, it seems like every NPC around you instantly understands what you need like you're [[{{Franchise/Lassie}} Lassie or something]].

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All too often in video games, it seems like designers feel that the best way to get players to relate to the main character is to have said character have absolutely ''no'' dialogue at all. Even though you can't say a word, it seems like every NPC around you instantly understands what you need like you're [[{{Franchise/Lassie}} Lassie {{Franchise/Lassie}} or something]].
something.



One fairly common variation of this is to suggest that the main character actually does speak, we just can't hear them or see their text boxes. [[SilentBob However, the other characters in the game can, and we can sometimes infer what was said from their reactions.]] Another common variation used to compromise between immersion and characterization is to allow the player character to speak, but only during non-interactive cutscenes.

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One fairly common variation of this is to suggest that the main character actually does speak, we just can't hear them or see their text boxes. [[SilentBob However, the other characters in the game can, and we can sometimes infer what was said from their reactions.]] reactions]]. Another common variation used to compromise between immersion and characterization is to allow the player character to speak, but only during non-interactive cutscenes.



In more plot heavy games, they will often be paired with an Exposition Fairy who does the talking for them. Is not the [[IThoughtItMeant opposite]] of MonsterClown or EnemyMime.

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In more plot heavy games, they will often be paired with an Exposition Fairy who does the talking for them. Is not the [[IThoughtItMeant [[JustForFun/IThoughtItMeant opposite]] of MonsterClown or EnemyMime.
21st Apr '18 7:52:07 PM TheGreatKomodo
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** You do get to see his face in the second news report.
19th Apr '18 7:04:52 PM Tashtash
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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 BondOneLiner[=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 BondOneLiner[=s=]. Played straight in ''VideoGame/FarCry5'' with the Junior Deputy.


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** Averted in ''VideoGame/{{Dishonored2}}'', where Corvo is fully voiced, and so is the other player character, Emily.
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