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Link in Zelda (all of them) is a notoriously silent protagonist.
And yes, that silence just ruins so much of the immersion, but as I previously stated, now I've gotten used to it in the Metro series. But I just remember how off putting it was, when I started them up the first time.
Also when you talk about: "It's an important tool to let the player be the character. And voice would kill it." is just completely wrong.... at least for Metro 2033. Maybe in Half-Life what you say makes sense but not in Metro 2033. Gordon Freeman was created as a blank slate without personality, whereas Artyom is a full fledged human, with hopes and dreams, opinions and trauma from his past with desires to remember his mother etc that makes him himself and not just you - the player. Even the game developers disagrees with you as Artyom SPEAKS a lot in between missions and comes with his own opinions.
Imagine The Witcher 3 and Geralt didn't talk. You PLAY as Geralt and you play as Artyom.
Maybe the Saints Row series is more in line of playing as yourself since, the character has no name and you create him/her physically to your liking.
But in the other games you play as an already esstablished character, so yes.... the quiet characters often ruin immersion, especially when tyhey are already fleshed out personalities.
I mean Artyom even has a diary in this new version FULL of his opinions on things, so he clearly is not supposed to be you like in Saints row... and maybe Half-Life.
This is why Artyom isn't even the main character, the Metro is, followed by Dark Ones, Khan, Miller, Anna, Bourbon, Ulman, etc.
In Exodus the train will be the main character.
Imagine Geralt being mute...
And like I said previously, I wouldn't change the game if for some reason I was able too.
It is just my random thoughts.
The S.T.A.L.K.E.R series is a fine example of silent protagonists for example.
If Metro was a story in which the player doesn't play an essential character to the story i can understand having a silent character, but not when you have a character that (in the original story) talks his way through most of the metro and convinces others to help him with his cause
The diary pages/loading screens are to lead the player towards canon Artyom's feelings. These points of inflection make the core message of the theme (mentioned above) clearer that would otherwise be very, if not completely, opaque. This directly correlates the themes between mediums that I don't think could have been done any better (or easier). It really gives notions to the book that could have been argued heavily by Glukhovsky or agreed to wholeheartedly by 4A. I presume the latter.