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Switch-Exclusive Astral Chain's Silent Hero Feels Strange

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When silence is not golden.

Given the pedigree of Platinum Games, there's reason to believe the Nintendo Switch exclusive Astral Chain could be the next breakout game in the stylish hard-action genre. It's directed by Takahisa Taura, who was a lead designer on Nier: Automata, and supervised by Hideki Kamiya, who brought us Bayonetta and the original Devil May Cry. But what those games had, in addition to gratifying and refined combat systems, was a star character with a unique voice who brought their stories to life.

You may think that a game that lives or dies by the greatness of its combat system could easily get away with a silent protagonist. However, a lot of the bombast and attitude that exudes from stylish action games are borne out of a character who sets the tone throughout. I think about Bayonetta's confidence and ferocity and how it's part of what makes those games pop, and how the on-screen action is very much an extension of that charisma. Even Vanquish lead Sam Gideon's corny, hard-boiled temperament was part and parcel to the game's attitude.

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In the opening minutes of Astral Chain, you choose between playing as a male or female character, both of which are siblings in the story. You give them a name, hairstyle, hair and eye color and jump straight into some varied third-person action scenarios. You're a slick anime cop who's quickly propelled to special status by taking on a Legion, a separate entity you control simultaneously to fight the Chimera threat that plagues your city. In the heat of these moments, your character will yell, grunt, and call out to their Legion upon summoning, but they'll never speak, even when spoken to.

Instead, the silence of Astral Chain's lead makes for those awkward moments that warrant a vocal response in dialogue. And to be clear, there hasn't been any narrative reasoning to why they don't talk. Maybe it's that Astral Chain puts less of a focus on story or character development. But I begin to wonder if those bits of emptiness could have been flipped to help the game establish a distinct attitude and help elevate the critical action-packed scenes or lend more weight into the smaller investigative decisions you make.

What makes this design choice even more curious is that whichever sibling you didn't choose becomes a key supporting character who features fully voiced dialogue. Voice actors Aleks Le and Brianna Knickerbocker play the roles of the male and female characters, respectively. And by virtue of having to choose one, you have to pass on the other's performance. It also feels like we could've had a more fleshed-out lead with a distinct personality, like in Platinum's past games.

Last month, Platinum Games put out a blog post in which Taura-san explained the decision to go with a silent protagonist and said, "I want players to be able to project themselves onto the player character, so they naturally feel like part of the game. So [we] don’t give the player character any extreme expressions that might give them too much of a predefined personality." But now having played Astral Chain, silence doesn't seem to be benefitting it in that particular way.

No Caption Provided

I don't see silent protagonists as an inherent flaw; my favorite games of all time, like the Persona series and Star Wars: Knights of the Old Republic, put them in starring roles. And those characters develop alongside you as you make specific decisions that have narrative implications over the course of the game's story. That's not exactly what Astral Chain is doing, as the few dialogue options I've seen during investigative scenarios seem inconsequential, so it's hard to get in the mindset of having the lead be an extension of yourself.

Of course, it's just one aspect to the multitude of things Astral Chain is trying to do. There's a uniqueness to the function of the Legion and how it diversifies combat in a way that Platinum hadn't done before, and the visual flair complements the satisfaction of tearing through Chimera. It's probably not going to be a deal-breaker that your character doesn't speak since the game is much more than that, but I can't help but think of it as a missed opportunity.

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highammichael

Michael Higham

Senior Editor and Host at GameSpot. Filipino-American. Ask me about Yakuza, FFXIV, Persona, or Nier. If it's RPGs, I have it covered. Apparently I'm the tech expert here, too? Salamat sa 'yong suporta!

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deactivated-64c06b51403e7

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Oh man I hate the self projection excuse!

I never want to be myself in a videogame, I do that in real life. I wanna direct another character I've made.

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gessekai

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@proceeder: Plenty of people self-project. It's probably the most natural action that's been done since the beginning of story-telling, since to understand a character, you put yourself in the place of them. Some people don't do it, but a lot of people do.

I just don't think the silent-protagonist thing works in this scenario, nor do I think making a character silent necessarily makes it easier to project your personality on to them. I don't go "oh, this character is blank, I can just pretend like they have my traits." It just feels like I'm playing with a blank character.

IMO, the only time that works is if there are dialogue choices that affect a lot.

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maitkarro

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Edited By maitkarro

@proceeder: There are as many peeps out there who hate when their character speaks, because they feel that's not the character they made or are playing as.

I would rather have character who speaks and that I can actually direct how they portrey themselves as. It can be annoying if you play a character you don't like hearing while you have no say in what they well say.

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deactivated-64c06b51403e7

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@maitkarro: I don't think they're that many compared to the people disappointed when the character can't speak.

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gamingdevil800

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Edited By gamingdevil800

Silent protagonists only work well in rpg's tbh but even then it depends on how much input you have in terms of silent dialogue options. Considering this is an action game, all I can say is imagine Nier Automata with 2B/A2 as silent protagonists you'd lose so much emotion. A more recent example would be in Fire Emblem Three Houses which felt really "off" to me at times with the silent protagonist in cutscenes despite how good that game is.

A2's ending had a pretty deep line at the end as she's dying she reaches out and says "I never quite realised how beautiful this world is... I'm coming everyone... I'm coming" Then she collapses into the shadows of the crumbling tower which is falling apart around her. Make that scene silent and you lose a lot of emotion.

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Thelostscribe

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Silent Protagonists continue to grow stranger as games progress. They can be done right or wrong though, it's the way the game is set up. The fallout 3/Elder Scrolls style is cool because though your character doesn't talk, you have some crazy stuff you can respond with. The Link style protagonist is fine because you're mostly dungeon crawling solo, but they give him facial animations to react to villagers and situations.

Then again, if the action is good enough in game, it may be a nonissue. Then again knowing that the characters already have fully voiced lines would bother me slightly. If you're cool with silent characters, and a lot more people than I thought are considering the backlash of Fallout 4, then it probably won't mean a thing.

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LoveBird-

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This one's a matter of taste. No right or wrong here. There are plenty of people who actually find it repulsive when main characters talk. My older brother is one of them.

Personally, I prefer to keep up with the times. It's 2019. Chars should be voiced IMO. It gives them personality. But to each their own. It doesn't make or break a game for me. This is an action game made by Platinum folks. That's saying a ton.

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Thelostscribe

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Edited By Thelostscribe

@LoveBird-: Right, I prefer a character to talk as well, but if the game is good, the game is good. Ultimately I play actions games for the action. If the characters are smooth talking and cool like Bayonetta or Dante, that's always great, but the action is key.

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srfilk86

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Really just depends on the total package.

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Dragon_Nexus

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Silent protagonists almost never work. If the goal is player immersion, nothing sucks me out of the experience or makes me care about my character less than having the entire worls talk to them while they just react in silence. If they react at all.

I want to hear the passion in their voice. I want to know what they're thinking. I want to be along on the ride WITH them, not just feeling like I'm driving an RC car around a game world that bumps into things until story happens.

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KungfuKitten

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Edited By KungfuKitten

@Dragon_Nexus: Interesting. It most definitely works for me. Having a silent protagonist allows me to pretend to be myself or anyone in the protagonist's skin more easily, because he won't make decisions that I disagree with or say things in a way that I did not intend. Or typically not even do things I didn't want him to do.

Having a protagonist like Geralt in The Witcher 1 means you play with him or become him. Be his observer or slowly learn to role play as Geralt, as you get to know him better. It maybe doesn't give the player a lot of freedom, but it does mean he can really sell you on his personality and quirks (which can in its own right be entertaining with a well written character in well written context like Geralt of Rivia), and consequently means I'll be making decisions that I think he would make instead of my own. Most point and click adventure games used this type of protagonist.

In The Witcher 3 he has much less of an input and it becomes more of a regular modern action-game protagonist system. He doesn't say no when you clicked yes, but he does have a history and personality to some degree. It's like a jack of all trades system. It allows me to relatively easily be the observer playing with the protagonist, be the protagonist, be myself or him depending on the situation in the game. But it doesn't do as good a job at selling Geralt as a person of his own, or of giving me the freedom to input my own personality and pretending that it's me roaming through this fantasy world.

I like all three approaches, and am a little surprised to see so many people (in game discussion shows and in the YT comments) who have trouble comfortably merging themselves with a silent vessel in modern games. Maybe it's a matter of NPC's becoming more realistic (and with better voice acting) over time, making a silent protagonist stand out more as awkward. But my sense of immersion has always been quite strong with games. For me I effortlessly say what I want to say as the silent character even when it doesn't happen in code. (Which doesn't mean they can't make it jarring even for me, and I haven't yet played Astral Chain.)

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Dragon_Nexus

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@KungfuKitten:

@KungfuKitten:If a silent protagonist helps you get more immersed, I can only say I'm envious.

All I feel is detached from a character as they say nothing and feel like they have no agency on the world. I'm just a meat puppet being told what to do by everyone else and have no say in the matter.

I get immersed by understanding the character and the world and make decisions without much thought because I know what my character, or the character I'm playing, would do. I don't get less immersed in movies, for example, just because I don't see myself in any character.

There are a couple of example of a silent protagonist I can think of that work. Link for example and Doomguy. But in the majority of cases I've found the character is silent *for no obvious reason*. It feels like adding a voice would have changed nothing and even tightened up the dialogue. Played the demo to Dragon Quest Builders 2 a few weeks back and the amount of parrot dialogue is ridiculous.

"What's that? You say you already know how to use a sword?"

What a pointless line. If my protagonist wasn't silent, you know what they would have said? "Erm...but I already know how to use a sword." and the other guy would have said "You do? Huh..." or something. Nothing is gained by making the protagonist just do a gesture animation while everyone else then translates your gestures into text for the audience to understand.

It's like playing as Lassie! "What's that, Lassie? Timmy's stuck down the well?"

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PrpleTrtleBuBum

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@Dragon_Nexus: works super in elder scrolls and fallout. of course there i get to make so many decision and also like to skip dialogues once ive read them so it would be more jarring to have 2 voices skipping

in action game it makes little sense

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Dragon_Nexus

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@PrpleTrtleBuBum: Yeah, it's kind of a grey area in those games. I figure the player character might not be *voiced* with an actor..but you still have dialogue options that lead to you feeling like you exist.

I dislike more the JRPG style silent protagonist. Where the world just talks at you and if your character speaks, you only know because of a Lassie style "What's that?" dialogue afterwards.

"What's that? You say you've already killed the monster?"

It's such a clunky, unnatural way of having a conversation. Imagine if that played out if the PC could talk.

King: "I need you do go to the cave and kill the monster."

PC: "I killed the monster on the way here! No problem, your highness!"

King: "What's that? You say you've already killed the monster?"

PC: "Y-yeah...erm...did I stammer? o.o"

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brxricano

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Edited By brxricano

"I OWN A MECH GHOST THAT I USE TO ARREST OTHER MECH GHOSTS IN DIFFERENT DIMENSIONS END DIALOGUE" really bro what do you expect...

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santinegrete

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This game caught me of guard, it really looks intriguing. I wonder if it is a Switch exclusive.

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sfried

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Edited By sfried

@santinegrete: It is Switch exclusive. It's being published by Nintendo, and Nintendo also holds the IP.

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ShoryukenKid

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@santinegrete: it’s a Switch exclusive.

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deactivated-64efdf49333c4

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Meh. Nobody plays Platinum games for the witty and insightful dialogue.

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deactivated-64efdf49333c4

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@Shieftain: Nier is not a Platinum game. It's a Square game helmed by series creator and developer Yoko Taro with assistance from Platinum. MGR lol yeah, sure, random internet dude with a history of trolling.

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gamingdevil800

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@Barighm: Really don't understand the relationship between Yoko > Square > Platinum but that game basically saved this studio from bankruptcy. Hopefully we'll get another or another Drakengaard.

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