J T wrote:I'm thinking that the criteria for being "iconic" in a game might be different than for movies, music, or other media. The areas of style and distinct physical attributes still apply, but I think in games it is important that the character controls "fit like a glove" when you play them. In some cases, like Samus Aran, the icon is even arguably ruined by imposing a personality on a character that was once silent, as was done in Metroid: Other M. I've really felt a strong connection with characters like Samus Aran or Wander from Shadow of the Colossus because I was on this lonely quest with them/as them. It was better that they didn't say anything.
Gordon Freeman was a little strange though. I could never figure out why other characters in the game were always so excited to see him.
The problem with Gordon for me is that I couldn't understand how no one found it odd that this person never answers anything that they say. In real life, you would be weirded out by that or you would think that this person is ignoring you cause they don't like you or that they are just being a dick. It would be fine if the Half Life games didn't take themselves seriously and so this wouldn't seem weird....but they DID take themselves seriously
I understand the appeal of blank slate characters for people who wish to immerse themselves in a game, but people in Half Life 2 were having actual conversations with my character......who was basically just ignoring them. This became most grating to me when they starting created a romance between Gordon and Alex. Imagine a rom com where the male never speaks a word throughout the movie
Actually, now that I think about it I bet a lot of women would consider him the perfect guy
"He just smiles and nods and agrees with me on everything!"