Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What makes it even more ridiculous is him being able to talk at all would be quite relevant for the story, i. e. he would have needed to speak on the radio right at the very beginning, if it would have worked.
Proposing to Anna probably would have been difficult without speaking, too. LOL
It's okay to have a stoic character, but at least some vocal interactions would make things less ridiculous.
A mute character without interacting with other people is perfectly fine, as would be a mute character if the whole story would be written around that character being mute, but for metro, there are many instances where it just comes off as immersion breaking and clunky...
Totally get that, I heard Two Colonels made this way better due to only speaking when they need to. No making observations or saying he seen ammo and such. Some games over rely on talkative characters like in Uncharted where they quip about everything.
I agree it can be immersion-breaking with Artyom enough in Exodus and in the Stations in the prequels, to want to comment on it, because it's made so immersive elsewhere to make you care, and not being cutscenes you can't easily skip these parts, well in some cases you can just be antisocial and walk off, though.
re: as it did with the first, at least it's an intentional developer decision, not that they didn't like the VO for some of the languages and left it out... it could just be logistics, maybe they couldn't afford to back in M2033 & M:LL times, and now it's just canon that Artyom doesn't speak?
Also - I will say playing "psychopath Artyom" the silence fits into it well; seething brooding killer. So just kill everyone, even mid-dialogue, even when they ask you to lower you weapon - stab them in the chest and slit their throat.
Artyom's just a dogsbody. "Artyom, go steal a train." "Yes sir, Colonel sir.
Seriously, what's he gonna say of any significance? "erm.. Colonel sir, while I'm out, is it OK if I scour the map and kill everyone and steal their stuff?
I don't think so and I doubt the Colonel would be impressed. "Just get it done" he'd say.
I am not pretending I am the character, I am playing the character how I imagine he should be played, and the more wriggle room I am allowed to do that the better. The diary entries don't dictate his every thought and reaction. This is just my opinion, mind. I was adding my opinion.
Take Dying Light for example: I would have much preferred that game if every aspect of the protagonist's character wasn't forced on me. I would have enjoyed the game much more if he didn't talk. There are numerous examples. It's just preference.
Here's the problem: The entire events of the game, specially THIS game, are happening because of Artyom.
It's Artyom who wants to leave the Metro and seek greener pastures, it's Artyom who loves and cares for his wife and his fellow soldiers, and it's Artyom who is insisting there's more beyond the Metro, and despite being the pivotal catalyst of the plot, he has nothing to say when the plot is actually unfolding in-game.
Most silent protagonists have dialogue options to indicate they are actually talking back to the other characters, but this game doesn't, when the game is as story driven as Metro, this makes one-on-one conversations between Artyom and the rest of the cast one-sided and arkward it actually hurts the narrative because then the characters have to dump a lot of exposition to compensate for Artyom's silence, and that's a preety terrible subsitute for dialogue.
Just look how badly fallout 4 turned out.
3rd person, sure why not, but fps i'd rather he remains silent.
4 problems with you argument in this situation
1. Arytom is a fully realised character with known desires, actions, and goals. who in this game is the cause of the inciting incident because of those elements of his charter
2. he already has a voice in the game its only used in the loading screens
3. this game has multiple points in it where its a 1 on 1 conversation that can last for minutes where its just 1 person talking
4. fallout is an RPGFPS, metro is a Story Rich FPS, may as well compare WoW to Xenoblade in that case
now it is canon that Arytom has an injury with his throat that makes speaking painful for him(think its even witnessed in the first game), its also canon that because of this fact its what makes him a good scout, but when a character is fully capable of talking but doesn't it says something
like I don't expect him to start spouting off paragraphs, but a line hear or there in cutscenes and those aforementioned 1on1 conversations would work better
TLDR: Artyom isn't a silent empty shell character for us to inhabit, he's a strong silent type with goals and agency
Good job on necro'ing a 2 years old thread.
Better to simply unsub if it bothers you.