Quotes: Heroic Mime

"Still staying silent? I won't lie, these mind games you play do bother me. But I will not reveal any information on my plan, no matter how much you taunt me with your silence! ... No witty comeback? No insults?"

"I was getting so lonely down there. It's so good to hear somebody else's voice. I'm kidding, of course. GOD I hate you."
GLaDOS, Portal 2

"You know what my days used to be like? I just tested. Nobody murdered me, or put me in a potato, or fed me to birds. I had a pretty good life. And then you showed up. You dangerous, mute, lunatic."
GLaDOS, Portal 2

"Why did I give a walkie-talkie to a guy who only talks in text-boxes?"

"Mario, what's with the silent treatment?! You're not telling me something."
Toad, Super Mario RPGnote 

Chalis: Hello, everyone. Lovely to see you all again.
Matthew: !!
Tyrell: You said it, Matthew!

" I mean, by having the voice actor speaking out the main character’s opinions and messages, I’m afraid that they are going to narrow down the actual characteristics that people can imagine or apply to each character they are controlling, for example."
Shigeru Miyamoto, on why Link will remain a Heroic Mime

Matt: "[I/Kenpachi] will probably have to say "ellipses" to this strange-
Kenpachi: "......?!"

"You know what I'm getting sick of? Silent protagonists. I can see the point in a game like Call of Duty where at all times there's at least two people shouting at you to stop lazing about and commit more war crimes, so another voice would have confused matters. But otherwise it just makes you look like an arsehole who climbs on other people's furniture, pockets the silverware and blankly stares at you when they ask him to stop. It's even weirder when the silent protagonist has a name and an existing reputation with other characters in the world, 'cause he must have spoken at some point to introduce himself. Unless he constantly wears his name emblazoned on his chest. But if that's the case, how do we even know the main character of Half-Life is Gordon Freeman, and not just someone borrowing Gordon Freeman's t-shirt? And how does this work when dialogue choices come up? Are we somehow transmitting the lines telepathically, or putting on different t-shirts accordingly? Yes, I know it's supposed to help us project ourselves onto the protagonist, but I don't find myself terribly engaging as a character; I'm quite the bellend."

"You have no social skills whatsoever!"

"...Why won't you say anything? Does this mean you're mad at me?"
Mila, speaking to Link, The Legend of Zelda: The Wind Waker

"Man of few words, aren't you?"
"Leave the talking to me, Gordon."
Alyx Vance, Half-Life 2

Everyone knows that a true hero never speaks. His silence becomes his strength and his shield.
Dem's thoughts, Breath of Death VII