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* In the case of ''AngelDevoid'', your [[PlayerCharacter PC]] literally [[TheSpeechless CAN'T talk]], since you've been given surgery to make you mute and look like the BigBad before being dumped into the [[ViceCity mean streets]]. Your "dialog" choices consist entirely of two buttons that allow you to act either intimidating or receptive in response to conversation.

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* In the case of ''AngelDevoid'', ''VideoGame/AngelDevoid'', your [[PlayerCharacter PC]] literally [[TheSpeechless CAN'T talk]], since you've been given surgery to make you mute and look like the BigBad before being dumped into the [[ViceCity mean streets]]. Your "dialog" choices consist entirely of two buttons that allow you to act either intimidating or receptive in response to conversation.



** Averted with Booker Dewitt from ''VideoGame/BioShockInfinite'': while he's still completely first-person and his face is never seen in cutscenes (though the game's cover shows it), he does have a few lines of dialogue here and there.

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** Averted with Booker Dewitt [=DeWitt=] from ''VideoGame/BioShockInfinite'': while he's still completely first-person and his face is never seen in cutscenes (though the game's cover shows it), he does have a few lines of dialogue here and there.dialogue.

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* Downplayed in ''VideoGame/{{Prodigal}}''. Oran doesn't have any visible dialogue when interacting with other characters, and the only dialogue options you get are "Yes" and "No", but he does provide descriptions when examining things, obtaining items, and looking at inventory items. There's also a few instances where he talks to himself or the player, and [[spoiler:his shadow self]] talks quite freely.



* Downplayed in ''VideoGame/{{Prodigal}}''. Oran doesn't have any visible dialogue when interacting with other characters, and the only dialogue options you get are "Yes" and "No", but he does provide descriptions when examining things, obtaining items, and looking at inventory items. There's also a few instances where he talks to himself or the player, and [[spoiler:his shadow self]] talks quite freely.
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* Downplayed in ''VideoGame/{{Prodigal}}''. Oran doesn't have any visible dialogue when interacting with other characters, and the only dialogue options you get are "Yes" and "No", but he does provide descriptions when examining things, obtaining items, and looking at inventory items. There's also a few instances where he talks to himself or the player, and [[spoiler:his shadow self]] talks quite freely.


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* Played with in ''VideoGame/{{Underhero}}''. The playable Masked Kid only speaks with punctuation, and several characters even say they're very quiet. However, they do write in a journal, and towards the end of the game they speak twice; first when [[spoiler:they refuse to kill Mr. Stitches, saying "No"]], and they later say [[spoiler:"Good-bye" when they're trapped outside of their own world and about to leave through a portal that leads somewhere else]].
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* In ''VideoGame/LonesomeVillage'', the player character Wes never speaks, much like in the ''VideoGame/AnimalCrossing'' and ''Franchise/TheLegendOfZelda'' series which both inspired the game.
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* The eponymous ''VideoGame/HollowKnight'' doesn't speak throughout the game. This is highly relevant to the plot: [[spoiler: like all the vessels, they ''can't'' speak. This gives away their true nature to several characters who are in the know, though the player doesn't discover their true nature until quite late in the game.]]

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* The eponymous main character of ''VideoGame/HollowKnight'' doesn't speak throughout the game. This is highly relevant to the plot: [[spoiler: like all the vessels, they ''can't'' speak. This gives away their true nature to several characters who are in the know, though the player doesn't discover their true nature until quite late in the game.]]
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* ''VideoGame/HollowKnight'': The protagonist is completely mute, and the prompt to interact with other characters is 'listen'.[[spoiler: This is intentional in-universe; one of the design criteria for the Vessels was that they have "no voice to cry suffering" and it's unclear if they even have mouths.]] By contrast, Hornet in ''Silksong'' can talk to npcs and has several {{Kiai}} shouts.
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* ''Franchise/TheLegendOfZelda'': Link never says anything, apart from the player's Yes/No choices, but [[TheSilentBob other characters sometimes react as if he had]]. In ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', for instance, he tells Mayor Bo about the problem with the Gorons and what Renado had said just by ''nodding''. This implies that his dialogue is possibly meant to be imagined by the player, which makes sense seeing how his muteness was intended to allow players to project their personalities onto him. In later games, he often has an ExpositionFairy that speaks in his stead during cutscenes, asking questions and so on.
** ''VideoGame/ZeldaIITheAdventureOfLink'' has three occasions where Link is shown speaking. Link actually says, "I found a mirror under the table," in the town of Saria, "Looks like I can get in the fireplace," when entering a chimney, and "Kasuto. Strange... It is deserted," when reading the signpost at Old Kasuto. And given the way a scene at the fountain in Nabooru is worded, Link is either talking to himself, the fountain is actually talking to Link, or Link is talking to the player: "Want to get some water?"
** Likewise, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' lampshades his silence ("Aren't you going to say anything?") but actually seems to have a fairly talkative Link, as indicated through RepeatingSoTheAudienceCanHear. In one key instance, Link even appears to be SuddenlySpeaking; [[spoiler:when he reads the relief that reveals the true nature of Koholint Island, his response is "...What? Illusion?"]]
** In ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Ages]]'', he [[https://www.youtube.com/watch?v=hOFJBnNCK3w botches a joke]], though we never actually ''see'' the joke he apparently told.

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* ''Franchise/TheLegendOfZelda'': Link never says anything, apart from the player's Yes/No choices, but [[TheSilentBob other characters sometimes react as if he had]].does]]. In ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', for instance, he tells Mayor Bo about the problem with the Gorons and what Renado had said just by ''nodding''. This implies that his dialogue is possibly meant to be imagined by the player, which makes sense seeing how his muteness was intended to allow players to project their personalities onto him. In later games, he often has an ExpositionFairy that speaks in his stead during cutscenes, asking questions and so on.
** ''VideoGame/ZeldaIITheAdventureOfLink'' has three occasions where Link is shown speaking. Link actually says, specifically says "I found a mirror under the table," in the town of Saria, "Looks like I can get in the fireplace," when entering a chimney, and "Kasuto. Strange... It is deserted," when reading the signpost at Old Kasuto. And given the way a scene at the fountain in Nabooru is worded, Link is either talking to himself, the fountain is actually talking to Link, or Link is talking to the player: "Want to get some water?"
** Likewise, ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'' ''VideoGame/TheLegendOfZeldaLinksAwakening'' lampshades his silence ("Aren't you going to say anything?") but actually seems to have a fairly talkative Link, as indicated through RepeatingSoTheAudienceCanHear. In one key instance, Link even appears to be SuddenlySpeaking; [[spoiler:when he reads the relief that reveals the true nature of Koholint Island, his response is "...What? Illusion?"]]
** In ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Ages]]'', he ''VideoGame/TheLegendOfZeldaOracleOfAges'': Link [[https://www.youtube.com/watch?v=hOFJBnNCK3w botches a joke]], though although we never actually ''see'' the joke he apparently told.



** Generally, the Link of ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' seems to be the most "talkative" one, even disregarding his "Come on!" vocalizations, since much of the game's dialogue, as well as that of direct sequel ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', works by characters asking questions and the player picking an answer for Link from two choices. The choices are never just "Yes" or "No", but tell rather a lot about Link's true feelings regarding the topic. More than often, both answers would even actually mean pretty much the same, giving Link some actual dialogue, in theory. In fact, there's one point in ''Phantom Hourglass'' where you blow into the mic so that Link can shout through a brick wall to check if anyone is on the other side; it shows a dialogue balloon along the lines of "HEY! ANYONE OVER THERE?", so yeah, Toon Link can talk. He's just usually quiet.
** In ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', there are a few cutscenes that show Link and another character chatting, but none of the words are texted or vocalized. It's also lampshaded near the end when [[spoiler:Midna notes Link's silence at the restoration of her true form by saying "What? Say something! Am I so beautiful you've no words left?"]]
** In ''VideoGame/TheLegendOfZeldaSkywardSword'' Link can be seen "speaking" (with mouth movements) during some cutscenes, but the game displays no text to show exactly what he is saying. Presumably, the developers intended that the player would understand the gist of what he was saying since you would have already seen what he was talking about. Miyamoto and Aonuma have actually stated that the reason the game didn't have voice acting was that they thought having voiced characters would clash with having a Heroic Mime. Occasionally, like in ''Wind Waker'', the player is also given dialogue options other than "Yes" and "No," and the character you're talking to will react accordingly. For example, the very first time Link encounters Groose during the events of the game, the dialogue options are "Give him back!", [[BadassBoast "Bring it on"]], and "Nice hair."
** True to the franchise's lore, ''VideoGame/HyruleWarriors'' features Link once again silent, although he's insinuated to be actually quite talkative if he wasn't so introverted. He instead converses to the rest of the cast through a proxy fairy named ... [[MeaningfulName Proxi]], who telepathically understands all of Link's thoughts and feelings. While Proxi also speaks for [[VideoGame/TheLegendOfZeldaMajorasMask Young Link]], [[VideoGame/TheLegendOfZeldaTheWindWaker Toon Link]] has his sister Aryll do his talking.
** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', Link remains silent despite the game finally introducing full voice acting for certain characters. This time, his silence is justified: The burden of being TheChosenOne and all the high expectations for him to succeed has led him to put on a stoic front and hide his emotions. His general silence is noted in Zelda's and Mipha's diaries, and Teba also brings up what he interprets as Link's nervous silence before the battle against Vah Medoh. However, the dialogue options do make a comeback from ''Skyward Sword'', and it seems that no matter how heavy his burden is, Link ''will'' take advantage of snarking his way through everything. Sometimes Link can get forced choices with only one dialogue option to choose from, making the trope downplayed.

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** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Generally, the game's Link of ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'' seems to be the most "talkative" one, even disregarding his "Come on!" vocalizations, since much of the game's dialogue, as well as that of direct sequel ''[[VideoGame/TheLegendOfZeldaPhantomHourglass Phantom Hourglass]]'', works by characters asking questions and the player picking an answer for Link from two choices. The choices are never just "Yes" or "No", but tell rather a lot about Link's true feelings regarding the topic. More than often, both answers would even actually mean pretty much the same, giving Link some actual dialogue, in theory. In fact, there's one point in ''Phantom Hourglass'' where you blow into the mic so that Link can shout through a brick wall to check if anyone is on the other side; it shows a dialogue balloon along the lines of "HEY! ANYONE OVER THERE?", so yeah, Toon Link can talk. He's just usually quiet.
** In ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', there ''VideoGame/TheLegendOfZeldaTwilightPrincess'': There are a few cutscenes that show Link and another character chatting, but none of the words are texted or vocalized.vocalized. However, Link's lips are shown moving during conversations and other characters respond as if he's speaking, including one who comments that his voice carries well. It's also lampshaded near the end when [[spoiler:Midna notes Link's silence at the restoration of her true form by saying "What? Say something! Am I so beautiful you've no words left?"]]
** In ''VideoGame/TheLegendOfZeldaSkywardSword'' ''VideoGame/TheLegendOfZeldaSkywardSword'': Link can be seen "speaking" (with mouth movements) during some cutscenes, but the game displays no text to show exactly what he is saying. Presumably, the developers intended that the player would understand the gist of what he was saying since you would have already seen what he was talking about. Miyamoto and Aonuma have actually stated that the reason the game didn't have voice acting was that they thought having voiced characters would clash with having a Heroic Mime. Occasionally, like in ''Wind Waker'', the player is also given dialogue options other than "Yes" and "No," and the character you're talking to will react accordingly. For example, the very first time Link encounters Groose during the events of the game, the dialogue options are "Give him back!", [[BadassBoast "Bring it on"]], and "Nice hair."
** True to the franchise's lore, ''VideoGame/HyruleWarriors'' features Link once again silent, although he's insinuated to be actually quite talkative if he wasn't so introverted. He instead converses to the rest of the cast through a proxy fairy named ... [[MeaningfulName Proxi]], who telepathically understands all of Link's thoughts and feelings. While Proxi also speaks for [[VideoGame/TheLegendOfZeldaMajorasMask Young Link]], [[VideoGame/TheLegendOfZeldaTheWindWaker Toon Link]] has his sister Aryll do his talking.
** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Link remains silent despite the game finally introducing full voice acting for certain characters. This time, his silence is justified: The the burden of being TheChosenOne and all the high expectations for him to succeed has led him to put on a stoic front and hide his emotions.emotions; Mipha, who knew him as a child, comments that "he hardly speaks anymore". His general silence is noted in Zelda's and Mipha's diaries, and Teba also brings up what he interprets as Link's nervous silence before the battle against Vah Medoh. However, the dialogue options do make a comeback from ''Skyward Sword'', and it seems that that, no matter how heavy his burden is, Link ''will'' take advantage of snarking his way through everything. Sometimes Link can get forced choices with only one dialogue option to choose from, making the trope downplayed.

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alphabetizing, adding Potion Permit entry, and deliberately redlinking games without pages


* Mei, the protagonist of ''[[VideoGame/JETTTheFarShore JETT: The Far Shore]]'', never speaks, and radio queries to her vessel are always answered by her chatty copilot Isao. This is justified because she is a religious mystic who has taken a vow of silence, which in the eyes of her society makes her especially suited to the holy task of space exploration.
* While all the characters in ''VideoGame/PotionPermit'' [[PictorialSpeechBubble speak in emoticons]] when expressing their feelings, [[PlayerCharacter The Chemist]] exclusively does this because they don't have written dialogue like the others.



* Mei, the protagonist of ''JETT: The Far Shore'', never speaks, and radio queries to her vessel are always answered by her chatty copilot Isao. This is justified because she is a religious mystic who has taken a vow of silence, which in the eyes of her society makes her especially suited to the holy task of space exploration.
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** {{Lampshade|Hanging}}d in ''VideoGame/CallOfDutyWorldAtWar'' -- while crawling through a burnt-out building in Berlin, a bunch of soldiers start complaining about the smoke, at which point Sgt. Reznov tells them to shut up, mentions how he and Dimitri (your character) "crawled through smoke and rubble in Stalingrad", then asks them "do you hear him complaining?" In the very first mission, when you are playing as Miller, your Japanese captor taunts you by asking, "You think because you say nothing, you're strong?"
** Soap becomes an NPC character in ''VideoGame/CallOfDutyModernWarfare2'' and, as such, is SuddenlyVoiced. However, similar to Price in the previous game, when he eventually becomes playable near the end of the game, he goes back to being silent, aside from the intro cutscenes. Other player characters Roach and Ramirez are completely silent. Allen however talks during mission briefings and has a single line of dialogue in a mission.

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** {{Lampshade|Hanging}}d at least twice in ''VideoGame/CallOfDutyWorldAtWar'' -- ''VideoGame/CallOfDutyWorldAtWar''. The first line you hear in the American campaign is one of Miller's Japanese captors taunting him by asking, "you think because you say nothing, you're strong?" Later, while crawling through a burnt-out building in Berlin, Berlin during Dimitri's campaign, a bunch of soldiers start complaining about the smoke, at which point Sgt. Reznov tells them to shut up, mentions how he and Dimitri (your character) "crawled through smoke and rubble in Stalingrad", then asks them "do you hear him complaining?" In the very first mission, when you are playing as Miller, your Japanese captor taunts you by asking, "You think because you say nothing, you're strong?"
complaining?"
** Soap becomes an NPC character in ''VideoGame/CallOfDutyModernWarfare2'' and, as such, is SuddenlyVoiced. However, similar to Price in the previous game, when he eventually becomes playable near the end of the game, he goes back to being silent, aside from the intro cutscenes. Other player characters Roach and Ramirez are completely silent. Allen however talks during mission briefings and has a single line of dialogue in a mission. the briefing cutscene for "Cliffhanger".



** Several missions in ''Modern Warfare 3'' have you playing as a character named Yuri. While the player controls Yuri, he is a Heroic Mime, but in cutscenes and one mid-mission flashback, he talks. However, in the last mission of the game, you switch to Captain Price. You then play ''alongside'' Yuri, who is now just a talkative on-mission as Price is. Even more interesting is that, when you're playing as Price, you can clearly hear Price speaking to Yuri. Frost and Harkov are both silent. The thermal-imaging TV operator of the AC-130 however, still talks.

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** Several missions in ''Modern ''[[VideoGame/CallOfDutyModernWarfare3 Modern Warfare 3'' 3]]'' have you playing as a character named Yuri. While the player controls Yuri, he is a Heroic Mime, but in cutscenes and one mid-mission flashback, he talks. However, in the last mission of the game, you switch to Captain Price. You then play ''alongside'' Yuri, who is now just a talkative on-mission as Price is. Even more interesting is that, when you're playing as Price, you can clearly hear Price speaking to Yuri. Frost and Harkov are both silent. The thermal-imaging TV operator of the AC-130 however, still talks.
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* Subverted with ''VideoGame/{{Ghostrunner}}''. The first level has him completely silent and only following commands his VoiceWithTheInternetConnection gives him, making it appear like this is another game with a featurless protagonist following someone else's orders throughout the whole story. But on the second level the Architect fixes the Ghostrunner's broken vocal module, and throughout the game we find out that he not only has a voice but opinions of his own.

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* Subverted with ''VideoGame/{{Ghostrunner}}''. The first level has him completely silent and only following commands his VoiceWithTheInternetConnection VoiceWithAnInternetConnection gives him, making it appear like this is another game with a featurless protagonist following someone else's orders throughout the whole story. But on the second level the Architect fixes the Ghostrunner's broken vocal module, and throughout the game we find out that he not only has a voice but also opinions of his own. own and a free will.
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* Subverted with ''VideoGame/{{Ghostrunner}}''. The first level has him completely silent and only following commands his VoiceWithTheInternetConnection gives him, making it appear like this is another game with a featurless protagonist following someone else's orders throughout the whole story. But on the second level the Architect fixes the Ghostrunner's broken vocal module, and throughout the game we find out that he not only has a voice but opinions of his own.

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[[folder:Driving Games]]
* ''VideoGame/{{Roundabout}}'' plays the trope for laughs. Georgio, a limo driver, never utters a single word and only makes various facial expressions and adjusting [[AmbiguousGender their]] body language at their passengers. Not only are the passengers are fully able to understand what Georgio is conveying, but the narrator also lampshades Georgio's silence as being their strong point in communication.

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[[folder:Driving Games]]
[[folder:Beat 'em Up]]
* ''VideoGame/{{Roundabout}}'' plays the trope for laughs. Georgio, a limo driver, never utters Rhino the, uh, rhino from ''VideoGame/ExitLimboOpening'' doesn't say a single word and throughout the game. Lampshaded when Vivian tries conversing with him.
--> '''Vivian''': [''trying to converse with the awakened Rhino
only makes various facial expressions and adjusting [[AmbiguousGender their]] body language at their passengers. Not only are to get zero response''] Oooooooookay, not the passengers are fully able to understand what Georgio is conveying, but the narrator also lampshades Georgio's silence as being their strong point in communication.talkative type, I guess.


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[[folder:Driving Games]]
* ''VideoGame/{{Roundabout}}'' plays the trope for laughs. Georgio, a limo driver, never utters a single word and only makes various facial expressions and adjusting [[AmbiguousGender their]] body language at their passengers. Not only are the passengers are fully able to understand what Georgio is conveying, but the narrator also lampshades Georgio's silence as being their strong point in communication.
[[/folder]]
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Spoilers for a different game.


* ''VideoGame/{{Omori}}'' isn't much of a talker, even if he is capable of writing down his thoughts. [[spoiler:Much like the above mentioned [[VideoGame/LiveALive Oersted]], he begins speaking once he stops being the protagonist.]]

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* ''VideoGame/{{Omori}}'' isn't much of a talker, even if he is capable of writing down his thoughts. [[spoiler:Much like the above mentioned [[VideoGame/LiveALive Oersted]], [[spoiler:However, he begins speaking once he stops being the protagonist.protagonist and becomes the TrueFinalBoss.]]
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** Unlike in the original ''VideoGame/ModernWarfare'', this trope is completely averted in the rebooted [[VideoGame/CallOfDutyModernWarfare2019 Modern Warfare]] [[VideoGame/CallOfDutyModernWarfareII series]], where all of playable characters are quite talkative even when you're playing as them.

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** Unlike in the original ''VideoGame/ModernWarfare'', this trope is completely averted in the rebooted [[VideoGame/CallOfDutyModernWarfare2019 Modern Warfare]] rebooted]] [[VideoGame/CallOfDutyModernWarfareII series]], where all of playable characters are quite talkative even when you're playing as them.
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** Unlike in the original ''VideoGame/ModernWarfare'', this trope is completely averted in the rebooted [[VideoGame/CallOfDutyModernWarfare2019 Modern Warfare]] [[VideoGame/CallOfDutyModernWarfareII series]], where all of playable characters are quite talkative even when you're playing as them.
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** Nobel Six in ''VideoGame/HaloReach'' is same as the Master Chief, silent during missions but using [[TheQuietOne brief sentences]] in cutscenes. Six also lets out a [[ThisIsGonnaSuck dejected "Awww"]] if tagged with a Plasma Grenade.

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** Nobel Noble Six in ''VideoGame/HaloReach'' is same as the Master Chief, silent during missions but using [[TheQuietOne brief sentences]] in cutscenes. Six also lets out a [[ThisIsGonnaSuck dejected "Awww"]] if tagged with a Plasma Grenade.

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Redirect (TRS)


This trope can get very frustrating when the character has, for example, undergone an {{Involuntary|Transformation}} or EmergencyTransformation, and has allies who weren't there to see it. It's also hard to grow too fond of a Heroic Mime since they don't show thoughts or feelings that can't be expressed with grunts, sighs, and body language. This is one thing when they're fighting all alone, without so much as an ExpositionFairy or a VoiceWithAnInternetConnection to listen to, but when there are other characters around it's a different story. Even TheStoic says ''something''.

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This trope can get very frustrating when the character has, for example, undergone an {{Involuntary|Transformation}} a {{Forced|Transformation}} or EmergencyTransformation, and has allies who weren't there to see it. It's also hard to grow too fond of a Heroic Mime since they don't show thoughts or feelings that can't be expressed with grunts, sighs, and body language. This is one thing when they're fighting all alone, without so much as an ExpositionFairy or a VoiceWithAnInternetConnection to listen to, but when there are other characters around it's a different story. Even TheStoic says ''something''.
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* Jacket from ''VideoGame/HotlineMiami'' is one of these (well, if you could consider him a "hero"). He never says a single word in either of the games, however, he does have single line of narration in the first issue of the ''Wrong Number'' prequel comic.

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* Jacket from ''VideoGame/HotlineMiami'' is one of these (well, if you could consider him a "hero"). He never says a single word in either of the games, however, he does have single line of narration in the first issue of the ''Wrong Number'' prequel comic. He [[VoiceForTheVoiceless "speaks"]] in ''VideoGame/Payday2'' by playing snippets of voice clips from his tape recorder.
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* ''Machinima/TheGmodIdiotBox'' shows what happens [[https://www.youtube.com/watch?v=52wmUklTPlk&t=6m5s when two Heroic Mimes get in an argument]].

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* ''Machinima/TheGmodIdiotBox'' ''WebAnimation/TheGmodIdiotBox'' shows what happens [[https://www.youtube.com/watch?v=52wmUklTPlk&t=6m5s when two Heroic Mimes get in an argument]].
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Kirby talks plenty in the Japanese light novels.


* While Franchise/{{Kirby}} has been known to make sounds he's never been heard talking outside of [[VideoGame/KirbysAvalanche one obscure spin-off game]] and the occasional one word sentence in [[Anime/KirbyRightBackAtYa the anime]]. However, much like your average RPG protagonist, he is often implied to speak and we simply don't here it.

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* While Franchise/{{Kirby}} has been known to make sounds sounds, he's never been heard talking outside of [[VideoGame/KirbysAvalanche one obscure spin-off game]] game]], [[LightNovel/Kirby the light novel series]], and the occasional one word sentence in [[Anime/KirbyRightBackAtYa the anime]]. However, much like your average RPG protagonist, he is often implied to speak and we simply don't here hear it.

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** Jack from ''VideoGame/{{BioShock|1}}'' has one line of dialogue during the intro movie and then never speaks again, unless you count [[spoiler:the audio recording of the time he, as a child, was forced to kill a puppy.]] He does make sounds of pain, and pants after the plane crash.
** Subject Delta, protagonist of [[VideoGame/BioShock2 the sequel]], is completely silent besides occasional shouts of pain. This time, it might be the process that turned him into a Big Daddy also changing his vocal cords; all the other Big Daddies in the game are also silent.
** Averted with Booker Dewitt from VideoGame/BioShockInfinite: while he's still completely first-person and his face is never seen in cutscenes (though the game's cover shows it), he does have a few lines of dialogue here and there.

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** Jack from ''VideoGame/{{BioShock|1}}'' ''VideoGame/BioShock1'' has one line of dialogue during the intro movie and then never speaks again, unless you count [[spoiler:the audio recording of the time he, as a child, was forced to kill a puppy.]] puppy]]. He does make sounds of pain, and pants after the plane crash.
** Subject Delta, protagonist of [[VideoGame/BioShock2 the sequel]], ''VideoGame/BioShock2'', is completely silent besides occasional shouts of pain. This time, it might be the process that turned him into a Big Daddy also changing his vocal cords; all the other Big Daddies in the game are also silent.
** Averted with Booker Dewitt from VideoGame/BioShockInfinite: ''VideoGame/BioShockInfinite'': while he's still completely first-person and his face is never seen in cutscenes (though the game's cover shows it), he does have a few lines of dialogue here and there.



** ''Call of Duty 4: VideoGame/ModernWarfare'' has two player-controlled characters, USMC Sergeant Paul Jackson and SAS Sergeant "Soap" [=MacTavish=]. Both are unable to respond verbally, although when you get a choice you can respond physically (such as, at the end of the tutorial level, choosing either to go back up to redo the course or heading over to the monitors with everyone else to end the level). There's also a pair of flashback missions where you play as then-Lieutenant Price, and he doesn't speak while you have control of him despite talking as an NPC. The only character who talks under the player's control is the thermal-imaging TV operator of the AC-130 from the mission "DeathFromAbove".
** This gets even weirder in multiplayer, where other players on your team will shout out useful information such as "grenade", "changing mag", or "planting claymore" when they're performing these acts - but when YOU do them, you don't hear yourself say it, but your teammates are able to hear you say it. This can end up getting you killed, as the other team can also hear your chatter, which can give away your position.
** [[LampshadeHanging Lampshaded]] in ''[[VideoGame/CallOfDutyWorldAtWar World at War]]'' - while crawling through a burnt-out building in Berlin, a bunch of soldiers start complaining about the smoke, at which point Sgt. Reznov tells them to shut up, mentions how he and Dimitri (your character) "crawled through smoke and rubble in Stalingrad", then asks them "do you hear him complaining?"
*** In the very first mission, when you are playing as Miller, your Japanese captor taunts you by asking, "You think because you say nothing, you're strong?"
** [[VideoGame/CallOfDuty1 The first game]] also lampshaded this when the British player character and Captain Price infiltrate the ''Tirpitz''; Price, while discussing the plan to sabotage the ship, asks that "unless your German's improved, let me handle the talking".
** Soap becomes an NPC character in ''Modern Warfare 2,''and, as such, is SuddenlyVoiced. However, similar to Price in the previous game, when he eventually becomes playable near the end of the game, he goes back to being silent, aside from the intro cutscenes. Other player characters Roach and Ramirez are completely silent. Allen however talks during mission briefings, and has a single line of dialogue in a mission.

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** ''Call of Duty 4: VideoGame/ModernWarfare'' The first ''VideoGame/CallOfDuty1'' {{lampshade|Hanging}}s this when the British player character and Captain Price infiltrate the ''Tirpitz''; Price, while discussing the plan to sabotage the ship, asks that "unless your German's improved, let me handle the talking".
** ''VideoGame/CallOfDuty4ModernWarfare''
has two player-controlled characters, USMC Sergeant Paul Jackson and SAS Sergeant "Soap" [=MacTavish=]. Both are unable to respond verbally, although when you get a choice choice, you can respond physically (such as, at the end of the tutorial level, choosing either to go back up to redo the course or heading over to the monitors with everyone else to end the level). There's also a pair of flashback missions where you play as then-Lieutenant Price, and he doesn't speak while you have control of him despite talking as an NPC. The only character who talks under the player's control is the thermal-imaging TV operator of the AC-130 from the mission "DeathFromAbove".
**
"DeathFromAbove". This gets even weirder in multiplayer, where as other players on your team will shout out useful information such as "grenade", "changing mag", or "planting claymore" when they're performing these acts - but when YOU do them, you don't hear yourself say it, but your teammates are able to hear you say it. This can end up getting you killed, as the other team can also hear your chatter, which can give away your position.
** [[LampshadeHanging Lampshaded]] {{Lampshade|Hanging}}d in ''[[VideoGame/CallOfDutyWorldAtWar World at War]]'' - ''VideoGame/CallOfDutyWorldAtWar'' -- while crawling through a burnt-out building in Berlin, a bunch of soldiers start complaining about the smoke, at which point Sgt. Reznov tells them to shut up, mentions how he and Dimitri (your character) "crawled through smoke and rubble in Stalingrad", then asks them "do you hear him complaining?"
***
complaining?" In the very first mission, when you are playing as Miller, your Japanese captor taunts you by asking, "You think because you say nothing, you're strong?"
** [[VideoGame/CallOfDuty1 The first game]] also lampshaded this when the British player character and Captain Price infiltrate the ''Tirpitz''; Price, while discussing the plan to sabotage the ship, asks that "unless your German's improved, let me handle the talking".
**
Soap becomes an NPC character in ''Modern Warfare 2,''and, ''VideoGame/CallOfDutyModernWarfare2'' and, as such, is SuddenlyVoiced. However, similar to Price in the previous game, when he eventually becomes playable near the end of the game, he goes back to being silent, aside from the intro cutscenes. Other player characters Roach and Ramirez are completely silent. Allen however talks during mission briefings, briefings and has a single line of dialogue in a mission.



** ''[[VideoGame/CallOfDutyBlackOpsII Black Ops II]]'' also averts this entirely. Besides Alex Mason (who is a returning player character from the previous game) his son, David "Section" Mason is (until the introduction of Nick Reyes in ''[[VideoGame/CallOfDutyInfiniteWarfare Infinite Warfare]]'') the highest-ranked PlayerCharacter in the series at Lieutenant Commander and more than backs it up both in and out of the field. There's also Frank Woods, who was mainly an NPC until the final 80's level of ''BOII''. Even the nameless Strike Force soldiers that you control are still fairly talkative.

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** ''[[VideoGame/CallOfDutyBlackOpsII Black Ops II]]'' ''VideoGame/CallOfDutyBlackOpsII'' also averts this entirely. Besides Alex Mason (who is a returning player character from the previous game) his son, David "Section" Mason is (until the introduction of Nick Reyes in ''[[VideoGame/CallOfDutyInfiniteWarfare Infinite Warfare]]'') ''VideoGame/CallOfDutyInfiniteWarfare'') the highest-ranked PlayerCharacter in the series at Lieutenant Commander and more than backs it up both in and out of the field. There's also Frank Woods, who was mainly an NPC until the final 80's level of ''BOII''. Even the nameless Strike Force soldiers that you control are still fairly talkative.



** Averted in ''VideoGame/CallOfDutyInfiniteWarfare''. Main character Nick Reyes fully talks during missions. Even teaser only character· Dan "Wolf" Lyall talks during his mission.

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** Averted {{Averted|Trope}} in ''VideoGame/CallOfDutyInfiniteWarfare''. Main character Nick Reyes fully talks during missions. Even teaser only character· teaser-only character Dan "Wolf" Lyall talks during his mission.



** The mod ''VideoGame/BrutalDoom'' and especially its offshoot ''Project Brutality'' throw Doomguy's "man of few words" shtick out the window in favor of portraying him as he is in the comic, in all his energetic, bombastic, sadistic glory.
--> "I'm the man! '''I'M SUPER MAN!'''"

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** The mod ''VideoGame/BrutalDoom'' mod and especially its offshoot ''Project Brutality'' throw Doomguy's "man of few words" shtick out the window in favor of portraying him as he is in the comic, in all his energetic, bombastic, sadistic glory.
--> "I'm --->''"I'm the man! '''I'M SUPER MAN!'''" MAN!'''"''



** In the DLC ''F.E.A.R. 2: Reborn'', the main character Replica Foxtrot 813 can be heard responding to other Replicas during the first third of the DLC. However, after [[spoiler:his first encounter with Fettel, where he desperately calls for backup while fighting off hallucinations - which turns out to have been him going crazy and slaughtering the rest of his squad - ]] he stops talking. Foxtrot 813 speaks in a normal (although slightly deeper) Replica voice, but his last spoken words are [[spoiler:in a voice which strongly resembles Paxton Fettel]]'s.
** Pointman still doesn't speak in F.E.A.R. 3, he seems to communicate solely with glaring and nondescript facial expressions. Nobody even notices that half the time those expressions are directed at Fettel's ghost, who none of the other [=NPCs=] in cutscenes can even see. [[spoiler:Becket, however, returns from the second game, and he does get to speak this time.]]
** Paxton Fettel is an aversion, even when you get to control him in F.E.A.R. 3.

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** In the DLC ''F.E.A.R. 2: Reborn'', the main character Replica Foxtrot 813 can be heard responding to other Replicas during the first third of the DLC. However, after [[spoiler:his first encounter with Fettel, where he desperately calls for backup while fighting off hallucinations - which (which turns out to have been him going crazy and slaughtering the rest of his squad - ]] squad)]], he stops talking. Foxtrot 813 speaks in a normal (although slightly deeper) Replica voice, but his last spoken words are [[spoiler:in a voice which strongly resembles Paxton Fettel]]'s.
** Pointman still doesn't speak in F.''F.E.A.R. 3, 3'', he seems to communicate solely with glaring and nondescript facial expressions. Nobody even notices that half the time those expressions are directed at Fettel's ghost, who none of the other [=NPCs=] in cutscenes can even see. [[spoiler:Becket, however, returns from the second game, and he does get to speak this time.]]
** Paxton Fettel is an aversion, {{aver|tedTrope}}sion, even when you get to control him in F.''F.E.A.R. 3.3''.



** Barney is an example that speaks when the player isn't controlling them, as he doesn't say anything in ''Blue Shift'' yet is quite vocal in ''VideoGame/HalfLife2'' and ''Episode One''. If [[EnsembleDarkhorse Adrian]] were ever to return to series (please?) it's most probable he would finally be able to speak as well.

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** Barney is an example that speaks when the player isn't controlling them, as he doesn't say anything in ''Blue Shift'' ''VideoGame/HalfLifeBlueShift'' yet is quite vocal in ''VideoGame/HalfLife2'' and ''Episode One''. If [[EnsembleDarkhorse Adrian]] were ever to return to series (please?) it's most probable he would finally be able to speak as well.



*** The ''Opposing Force'' tutorial does the same with Adrian: "What is your name, soldier?!... '''[[DrillSergeantNasty SOUND OFF LIKE YOU GOT A PURPOSE!!!]]'''... Corporal Shephard, eh?" Unique from the others, not only we never hear Adrian speaking but we don't even see his face, as he's wearing a gas mask during all of his screentime and no concept art exists either, except [[http://img4.wikia.nocookie.net/__cb20090628221326/half-life/en/images/e/ef/Shephard_unmasked.jpg this pre-release image]].
** Oddly, we ''do'' get to hear the voices of Gina and Colette in ''Decay'', though that might be because there are two of them.
** Finally averted in ''VideoGame/HalfLifeAlyx'', where Alyx remains as talkative in gameplay as she was as an NPC in ''Half-Life 2'', [[spoiler:though the ending switches back to Gordon's perspective immediately after ''Episode Two'', and he's still totally silent]].
** [[AffectionateParody Naturally]], this is mercilessly mocked and parodied in ''Webcomic/{{Concerned}}'', which states Gordon can command squads of LaResistance soldiers by ''staring hard enough in a certain direction''. When Frohman tries this, however, it's just creepy.
-->'''Rebel:''' He has the gift. I've got the urge to run.\\
'''Another Rebel:''' I'd like to back away slowly. Does that count?
** Played around with in ''Machinima/FreemansMind'', in which we get to hear what Freeman is thinking, if not saying. It shows, as per the show's tagline, that it's perhaps for the best that he kept his thoughts to himself.
*** Season 2 does confirm that Freeman is actually speaking; when Alyx says her "Man of few words, huh?" line, Freeman gets confused, but then states that yes, he does talks a lot, out loud. Turns out that the people around Freeman either are too stupid to respond to Freeman's words or ignoring his ranting.

to:

*** The ''Opposing Force'' ''VideoGame/HalfLifeOpposingForce'' tutorial does the same with Adrian: "What is your name, soldier?!... '''[[DrillSergeantNasty SOUND OFF LIKE YOU GOT A PURPOSE!!!]]'''...PURPOSE!]]'''... Corporal Shephard, eh?" Unique from the others, not only we never hear Adrian speaking but we don't even see his face, as he's wearing a gas mask during all of his screentime and no concept art exists either, except [[http://img4.wikia.nocookie.net/__cb20090628221326/half-life/en/images/e/ef/Shephard_unmasked.jpg this pre-release image]].
** Oddly, we ''do'' get to hear the voices of Gina and Colette in ''Decay'', ''VideoGame/HalfLifeDecay'', though that might be because there are two of them.
** Finally averted {{averted|Trope}} in ''VideoGame/HalfLifeAlyx'', where Alyx remains as talkative in gameplay as she was as an NPC in ''Half-Life 2'', [[spoiler:though the ending switches back to Gordon's perspective immediately after ''Episode Two'', and he's still totally silent]].
** [[AffectionateParody Naturally]], this is mercilessly mocked and parodied in ''Webcomic/{{Concerned}}'', which states Gordon can command squads of LaResistance soldiers by ''staring hard enough in a certain direction''. When Frohman tries this, however, it's just creepy.
-->'''Rebel:''' He has the gift. I've got the urge to run.\\
'''Another Rebel:''' I'd like to back away slowly. Does that count?
** Played around with in ''Machinima/FreemansMind'', in which we get to hear what Freeman is thinking, if not saying. It shows, as per the show's tagline, that it's perhaps for the best that he kept his thoughts to himself.
*** Season 2 does confirm that Freeman is actually speaking; when Alyx says her "Man of few words, huh?" line, Freeman gets confused, but then states that yes, he does talks a lot, out loud. Turns out that the people around Freeman either are too stupid to respond to Freeman's words or ignoring his ranting.
silent]].



[[folder: Non-Video Game Examples]]
* In the webcomic ''Webcomic/{{Blitzcrafter}}'', which is inspired by classic SNES [=RPGs=], Hikaru appears to be completely mute, although others seem to understand them just fine.
* ''WesternAnimation/DextersLaboratory'': There's Dexter's lab monkey, who moonlights as a superhero and stars in his own spinoff short series Dial M For Monkey. He still isn't able to communicate with anything but grunts and shrieks, though.
* Many WebAnimation/DorklyOriginals like to poke fun at this trope in video games. One particular video where [[VideoGame/HalfLife Gordon Freeman]] speaks with a video game agent even provided a reason for Freeman's lack of dialog. That is, he speaks with an ''irritatingly'' shrill voice, prompting the agent to suggest he should never speak at all.

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[[folder: Non-Video [[folder:Non-Video Game Examples]]
* In the webcomic ''Webcomic/{{Blitzcrafter}}'', which is inspired by classic SNES [=RPGs=], Hikaru appears to be completely mute, although others seem to understand them just fine.
* ''WesternAnimation/DextersLaboratory'': There's Dexter's lab monkey, who monkey moonlights as a superhero and stars in his own spinoff short series Dial ''Dial M For Monkey.Monkey''. He still isn't able to communicate with anything but grunts and shrieks, though.
* Many WebAnimation/DorklyOriginals ''WebAnimation/DorklyOriginals'' like to poke fun at this trope in video games. One particular video where in which [[VideoGame/HalfLife Gordon Freeman]] speaks with a video game agent even provided provides a reason for Freeman's lack of dialog. That is, dialog: he speaks with an ''irritatingly'' shrill voice, prompting the agent to suggest he should never speak at all.



* In the ''Literature/FightingFantasy'' {{Gamebook|s}} ''Literature/CreatureOfHavoc'', the titular protagonist is a hulking monster [[spoiler:created by a BalefulPolymorph]] who's incapable of speech, which causes several surreal "ItCanThink?" moments when people realize that it can understand them and is trying to communicate.
* ''Machinima/TheGmodIdiotBox'' shows what happens [[https://www.youtube.com/watch?v=52wmUklTPlk&t=6m5s when two Heroic Mimes get in an argument.]]

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* In the ''Literature/FightingFantasy'' {{Gamebook|s}} ''Literature/CreatureOfHavoc'', the The titular protagonist of ''Literature/CreatureOfHavoc'' is a hulking monster [[spoiler:created by a BalefulPolymorph]] via ForcedTransformation]] who's incapable of speech, which causes several surreal "ItCanThink?" moments when people realize that it can understand them and is trying to communicate.
* ''Machinima/TheGmodIdiotBox'' shows what happens [[https://www.youtube.com/watch?v=52wmUklTPlk&t=6m5s when two Heroic Mimes get in an argument.]]argument]].



* In Kendrick Lamar’s semi-autobiographical album Good Kid M.A.A.D. City, Kendrick (K-Dot) is present during all of the album’s many skits, but doesn’t ever speak.
* In the Disney adaptation of ''The Legend of Sleepy Hollow'', Ichabod Crane never actually ''speaks'' beyond a few screams and some warm-up chords. His thoughts are explained via the narration.
* The ''Legend of Zelda'' fancomic ''WebComic/ATaleOfTwoRulers'' gives a FridgeHorror explanation for Link's muteness: when his memories of his past incarnations awaken, the experience is so traumatizing that the current incarnation never speaks again. This has horrifying implications for the current incarnation, the rather cheerful and chatty [[spoiler:Rinku, Zelda's daughter.]]
* While he was a talking character in Literature/Metro2033, Artyom from Literature/Metro2035 has been retconned as this, similar to his portrayal in the games. Averted in Literature/Metro2034 [[spoiler:because the Artyom in that book is Artyom Popov, not Artyom Chyornyj]].
* The 1976 film ''Film/MohammadMessengerOfGod'' (aka ''The Message'') treats its main character this way, as any depiction of the prophet Mohammed is considered offensive in Islam. Rumors that Mohammed would be depicted on-screen[[note]]He isn't; the movie was shot in first-person view, as if from Mohammed's perspective[[/note]] led to its being a TroubledProduction and even a threat from an extremist group during the film's US premiere.
* ''Webcomic/LatchkeyKingdom'', a parody of "Legend of Zelda" type games, naturally parodies this trope. In the first chapter, heroine Willa Dragonfly doesn't say a word until the last page, where it turns out that she wasn't speaking due to jinx (as in "jinx you owe me an elixir!"). Though in the next chapter a few supporting characters seem to have the impression that she is mute, and truth be told she doesn't say much.
* Seki, the titular character from ''Manga/MyNeighborSeki'' is this, because [[SeriousBusiness his games]] do not allow the leisure of speaking. He's shown talking when his friends are around, but the readers never get to see him talk. As the series progresses, the same holds true of his mother and younger sister.
* From ''WesternAnimation/PhineasAndFerb'', Perry the Platypus seems like a normal housepet... but is actually a hyper-competent secret agent. This does not mean that he can talk, however. He makes up for this with expressions of pure gold.
* Sandman From ''WesternAnimation/RiseOfTheGuardians'' remains completely silent during the whole movie, playing an heroic role.

to:

* In Kendrick Lamar’s semi-autobiographical album Good Kid M.A.A.D. City, Kendrick ''Music/GoodKidMAADCity'', Music/KendrickLamar (K-Dot) is present during all of the album’s album's many skits, skits but doesn’t doesn't ever speak.
* In the Disney adaptation of ''The Legend of Sleepy Hollow'', ''WesternAnimation/TheAdventuresOfIchabodAndMrToad'', Ichabod Crane never actually ''speaks'' beyond a few screams and some warm-up chords. His thoughts are explained via the narration.
* The ''Legend of Zelda'' fancomic ''WebComic/ATaleOfTwoRulers'' ''Webcomic/ATaleOfTwoRulers'' gives a FridgeHorror explanation for Link's [[Franchise/TheLegendOfZelda Link]]'s muteness: when his memories of his past incarnations awaken, the experience is so traumatizing that the current incarnation never speaks again. This has horrifying implications for the current incarnation, the rather cheerful and chatty [[spoiler:Rinku, Zelda's daughter.]]
daughter]].
* While he was a talking character in Literature/Metro2033, ''Literature/Metro2033'', Artyom from Literature/Metro2035 ''Literature/Metro2035'' has been retconned {{retcon}}ned as this, similar to his portrayal in the games. Averted {{Averted|Trope}} in Literature/Metro2034 ''Literature/Metro2034'' [[spoiler:because the Artyom in that of the book is Artyom Popov, ''Popov'', not Artyom Chyornyj]].
* The 1976 film ''Film/MohammadMessengerOfGod'' (aka ''The Message'') treats [[UsefulNotes/TheProphetMuhammad its main character character]] this way, as any depiction of the prophet Mohammed is considered offensive in Islam. UsefulNotes/{{Islam}}. Rumors that Mohammed would be depicted on-screen[[note]]He isn't; isn't -- the movie was shot in first-person view, as if from Mohammed's perspective[[/note]] led to its being a TroubledProduction and even a threat from an extremist group during the film's US premiere.
* ''Webcomic/LatchkeyKingdom'', As ''Webcomic/LatchkeyKingdom'' is a parody {{parody}} of "Legend of Zelda" type ''Franchise/TheLegendOfZelda''-type games, this trope is naturally parodies this trope.{{parodied|Trope}} as well. In the first chapter, heroine Willa Dragonfly doesn't say a word until the last page, where it turns out that she wasn't speaking due to jinx (as in "jinx you owe me an elixir!"). Though in the next chapter a few supporting characters seem to have the impression that she is mute, and truth be told she doesn't say much.
* Seki, the titular character from ''Manga/MyNeighborSeki'' ''Manga/MyNeighborSeki'', is this, this because [[SeriousBusiness his games]] do not allow the leisure of speaking. He's shown talking when his friends are around, but the readers never get to see him talk. As the series progresses, the same holds true of his mother and younger sister.
* From Perry the Platypus from ''WesternAnimation/PhineasAndFerb'', Perry the Platypus seems like a normal housepet... but is he's actually a hyper-competent secret agent. This does not mean that he can talk, however. He makes up for this with expressions of pure gold.
* Sandman From from ''WesternAnimation/RiseOfTheGuardians'' remains completely silent during the whole movie, playing an heroic role.



* Played for huge drama in the 2017 movie ''Film/TheShapeOfWater'' (unrelated to the novel of the same name): both main characters are mute, and their mutism is what caused them to empathize with each other. Unlike most examples, the two have a justification to be this trope and are never implied to talk normally.
* Taylor in ''FanFic/{{Silencio}}'' is an incredibly literal example. Her trigger event left her mute (the damage to her vocal cords is later fixed by Panacea, but she still projects a sound-dampening field) and gave her YourMimeMakesItReal powers. She takes the cape name Marceau and dresses as a mime for her heroics.
* In ''WesternAnimation/SilverHawks,'' the Copper Kid has mime-like facial markings and is said to come from the Planet of Mimes. Really.
* Pay close attention to Prince Phillip in Disney's ''WesternAnimation/SleepingBeauty'', and you'll notice that he has absolutely no dialogue for the entire second half of the film, which focuses mostly on him.

to:

* Played for huge drama PlayedForDrama in the 2017 movie ''Film/TheShapeOfWater'' (unrelated to the novel of the same name): ''Film/TheShapeOfWater'': both main characters are mute, and their mutism is what caused them to empathize with each other. Unlike most examples, the two have a justification to be this trope and are never implied to talk normally.
* Taylor in ''FanFic/{{Silencio}}'' from ''Fanfic/{{Silencio}}'' is an incredibly literal example. Her trigger event left her mute (the damage to her vocal cords is later fixed by Panacea, but she still projects a sound-dampening field) and gave her YourMimeMakesItReal powers. She takes the cape name Marceau and dresses as a mime for her heroics.
* In ''WesternAnimation/SilverHawks,'' ''WesternAnimation/SilverHawks'', the Copper Kid has mime-like facial markings and is said to come from the Planet of Mimes. Really.
* Pay close attention to Prince Phillip in Disney's ''WesternAnimation/SleepingBeauty'', and you'll notice that he has absolutely no dialogue for the entire second half of the film, which focuses mostly on him.



* ''Webcomic/HeroInLove'' is a webcomic that uses a lot of video game tropes. One of them is that the protagonist's dialogue is never shown. Other characters acknowledge her as speaking, but you have to infer what she said from their replies.

to:

* ''Webcomic/HeroInLove'' is a webcomic that uses a lot of video game tropes. One of them is that the protagonist's dialogue is never shown. Other characters acknowledge her as speaking, but you have to infer what she said from their replies.replies.
* [[AffectionateParody Naturally]], this is mercilessly {{parodied|Trope}} in ''Webcomic/{{Concerned}}'', which states that [[VideoGame/HalfLife Gordon]] can command squads of LaResistance soldiers by ''staring hard enough in a certain direction''. When Frohman tries this, however, it's just creepy.
-->'''Rebel:''' He has the gift. I've got the urge to run.\\
'''Another Rebel:''' I'd like to back away slowly. Does that count?
* Played around with in ''WebVideo/FreemansMind'', in which we get to hear what [[VideoGame/HalfLife Freeman]] is thinking, if not saying. It shows, as per the show's {{tagline}}, that it's perhaps for the best that he kept his thoughts to himself. Season 2 does confirm that Freeman is actually speaking; when Alyx says her "Man of few words, huh?" line, Freeman gets confused, but then states that yes, he ''does'' talk a lot, out loud. It turns out that the people around Freeman either are too stupid to respond to Freeman's words or ignoring his ranting.
Is there an issue? Send a MessageReason:
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* ''VideoGame/{{Wynncraft}}'': [[PlayerCharacter The Ragni Soldier]] is very quiet for the most part, which is acknowledged by other [=NPCs=], one of whom even calls the player [[TheStoic Stoic]]. There are a few instances where the player is given a DialogueTree to allow them to speak to other [=NPCs=], but the amount of times the player is presented with this is few, and even then the player is very brief when speaking.
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--->[[spoiler:'''Hien:''']] Hearing ''you'' say that, I find my courage somehow renewed.
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* ''Videogame/{{Splatoon}}'' and ''Videogame/Splatoon2'' both [[LampshadeHanging bring up the protagonist being silent]] during their respective single player campaigns. At the start of each, Cap'n Cuttlefish (in ''Splatoon'' and ''Octo Expansion'') and Marie (in ''Splatoon 2'') say something then expect a response from the player, but receive none as indicated by the dialogue that follows (mostly ellipsis, and Marie going "ahem"). Afterwards, they both go "I'll take your silence as a yes".

to:

* ''Videogame/{{Splatoon}}'' ''VideoGame/Splatoon1'' and ''Videogame/Splatoon2'' ''VideoGame/Splatoon2'' both [[LampshadeHanging bring up the protagonist being silent]] during their respective single player campaigns. At the start of each, Cap'n Cuttlefish (in ''Splatoon'' and ''Octo Expansion'') and Marie (in ''Splatoon 2'') say something then and expect a response from the player, but receive none as indicated by the dialogue that follows (mostly ellipsis, and Marie going "ahem"). Afterwards, they both go "I'll take your silence as a yes".
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Removing misuse. This is driving someone over the edge.


* Jennifer in ''VideoGame/RuleOfRose'' isn't entirely mute, but she never takes part in any conversations, just passively listening to the other characters, probably to show how detached she is from the rest of them. She only speaks to call for her dog...until near the end of the game when she's [[BerserkButton finally had enough]], and tells exactly what she thinks about the "Aristocrats".

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* Jennifer in ''VideoGame/RuleOfRose'' isn't entirely mute, but she never takes part in any conversations, just passively listening to the other characters, probably to show how detached she is from the rest of them. She only speaks to call for her dog...until near the end of the game when she's [[BerserkButton finally had enough]], enough, and tells exactly what she thinks about the "Aristocrats".

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Removed: 944

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** The protagonist of ''VideoGame/{{Persona 3}}'' is a borderline example who seems to be TheQuietOne in-universe more than a straight-up Heroic Mime, rather befitting his EmoTeen design. He'll call out the names of [[FightingSpirit Personas]] and has a few lines when using items in battle, and the player must make him respond to other people's dialogue, but he never speaks more than one sentence at a time and his dialogue options are usually laconic and blunt. Around SEES, he's generally rather quiet, sticking to one-on-one conversations with the rest of the cast, causing Shinji to lampshade his general quietness; he ''does'' talk outside the player giving him lines (small talk and discussions with Social Links/other SEES members), but the player never sees these lines. The alternate female protagonist's dialogue prompts paint her as significantly less quiet and more cheery, but her conversations with characters aside from player-chosen prompts are similarly glossed over. The use of battle tactics would suggest that the protagonists are commanding the rest of the party in real time, but the player never hears them aside from saying "Persona" or the name of said Persona. Meanwhile, Aigis in ''The Answer'' averts this completely and talks freely with visible text boxes, making her the first ''Megami Tensei'' protagonist to talk like this (and the only one, unless you count Tatsuya Suou in the Tatsuya Episode of Persona 2 EP's PSP remake or Itsuki in the ''Tokyo Mirage Sessions'' SpiritualCrossover with ''Fire Emblem'').
*** Shin Kanzato in the anime Anime/PersonaTrinitySoul also talks, because it's a non-canon spin-off.
** The protagonist of ''VideoGame/{{Persona 4}}'' similarly only has voice acted lines in battle when summoning his Persona, though some personality can also be gleaned from the dialogue options; he's a bit less curt in his dialogue options than the ''P3'' hero, and the option of telling people to 'calm down' comes up repeatedly, almost to the point of it being a bit of a running joke. In a number of group situations and meetups, the protagonist is seen talking among the group quite casually and easily, although, again, this dialogue is simply glossed over. While spoken dialogue is almost non-existent, in-universe he's reasonably chatty. He completely averts this trope in the subsequent spin-offs, where he is SuddenlyVoiced and quite the chatty charmer as well, his dialogue being akin to or actually the "funny" options the player can choose for him.
** Downplayed even more with the protagonist of ''VideoGame/{{Persona 5}}'', who has a tiny amount of voice-acted dialogue in major story cutscenes and interjects some brief lines when navigating menus, in battles, and exploring the world. The game's narration, while written with very little personality, is also presented [[InternalMonologue in first person as his thoughts]], rather than previous games that used second person (though narration is used far less often than ''Persona 3'' and ''4'', with [[ExpositionFairy Morgana usually pointing things out instead]]). However, he still never voices his DialogueTree lines, never speaks with full text boxes like other characters, and has the fewest spoken lines of any named character in the game, despite being the one the audience spends 95% of the game with. In spite of that, he does have a clear personality one can especially see when in a Palace or in Mementos: he's surprisingly HotBlooded, has some shades of being a BloodKnight, and even is a bit [[LargeHam hammy]]. It's implied the reason he's rather quiet is from feigning meekness after the MiscarriageOfJustice that got him landed in probation, in an attempt to keep his head down and avoid more trouble. Interestingly, he has far more frequent dialogue options in the new Confidant scenes added in ''Persona 5 [[UpdatedRerelease Royal]]'' compared to the vanilla game. So far, he's the only protagonist that's remained silent in spinoff games; even in ''P5'''s anime adaptation, he's rather quiet. Atlus said that they "gave too much personality to the ''P4'' hero in the anime and spin-offs", so they took a step back to keep Joker more of a self-insert, although Joker is still more extroverted than his male ''P3'' counterpart.
** Adaptations and spinoffs tend to zigzag this. The ''P4'' protagonist speaks freely and rather frequently in the anime, manga, and spinoff games as a charismatic extrovert, while the ''P3'' and ''5'' heroes tend to be more quiet, though it's justified with the ''P3'' male hero actually being an emo while Joker keeps things under wraps unless fighting or performing. In ''[[VideoGame/PersonaQShadowOfTheLabyrinth Persona Q]]'', the protagonist that is not chosen as the player character speaks freely, while the player-controlled one remains silent. In ''VideoGame/SuperSmashBrosUltimate'', the ''P5'' hero is, ironically, one of the talkiest members of the cast (though the [[FightingGame nature of the game]] restricts most of his dialogue to general TrashTalk). In ''[[VideoGame/PersonaQ2NewCinemaLabyrinth Q2]]'', the female protagonist of ''3'' is presented as ''very'' chatty, and likewise are Yu and Makoto, though Joker doesn't talk.

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** The protagonist of ''VideoGame/{{Persona 3}}'' is a borderline example who seems to be TheQuietOne in-universe more than a straight-up Heroic Mime, rather befitting his EmoTeen design. He'll call out the names of [[FightingSpirit Personas]] and has a few lines when using items in battle, and the player must make him respond to other people's dialogue, but he never speaks more than one sentence at a time and his dialogue options are usually laconic and blunt. Around SEES, he's generally rather quiet, sticking to one-on-one conversations with the rest of the cast, causing Shinji to lampshade his general quietness; cast; he ''does'' ''can'' be seen engaging in small talk outside the player giving him lines (small talk every now and discussions with Social Links/other SEES members), then, but the player his actual dialogue is never sees these lines.heard. The alternate female protagonist's dialogue prompts paint her as significantly less quiet and more cheery, but her conversations with characters aside from player-chosen prompts are similarly glossed over. The use of battle tactics would suggest that the protagonists are commanding the rest of the party in real time, but the player never hears them aside from saying "Persona" or the name of said Persona. them. Meanwhile, Aigis in ''The Answer'' averts this completely and talks freely with visible text boxes, making her the first ''Megami Tensei'' protagonist to talk like this (and the only one, unless you count Tatsuya Suou in the Tatsuya Episode of Persona 2 EP's PSP remake or Itsuki in the ''Tokyo Mirage Sessions'' SpiritualCrossover with ''Fire Emblem'').this.
*** Shin Kanzato in the anime Anime/PersonaTrinitySoul also talks, because it's a non-canon spin-off.
** The protagonist of ''VideoGame/{{Persona 4}}'' similarly only has voice acted lines in battle when summoning his Persona, though some personality can also be gleaned from the dialogue options; he's a bit less curt in his dialogue options than the ''P3'' hero, and the option of telling people to 'calm down' comes up repeatedly, almost to the point of it being a bit of a running joke. In a number of group situations and meetups, the protagonist is seen talking among the group quite casually and easily, although, again, this dialogue is simply glossed over. While spoken dialogue is almost non-existent, in-universe he's reasonably chatty. He completely averts this trope in the subsequent spin-offs, where he is SuddenlyVoiced and quite the chatty charmer as well, his dialogue being akin to or actually the "funny" options the player can choose for him.\n
** Downplayed even more with the protagonist of ''VideoGame/{{Persona 5}}'', who has a tiny amount of voice-acted dialogue in major story cutscenes and interjects some brief lines when navigating menus, in battles, and exploring the world. The game's narration, while written with very little personality, is also presented [[InternalMonologue in first person as his thoughts]], rather than previous games that used second person (though narration is used far less often than ''Persona 3'' and ''4'', with [[ExpositionFairy Morgana usually pointing things out instead]]). However, he still never voices his DialogueTree lines, never speaks with full text boxes like other characters, and has the fewest spoken lines of any named character in the game, despite being the one the audience spends 95% of the game story with. In spite of that, he does have a clear personality one can especially see when in a Palace or in Mementos: personality: he's surprisingly HotBlooded, has some shades of being a BloodKnight, and even is a bit [[LargeHam hammy]]. It's implied the reason he's rather quiet is from feigning meekness after the MiscarriageOfJustice that got him landed in probation, in an attempt to keep his head down and avoid more trouble. Interestingly, he has far more frequent dialogue options in the new Confidant scenes added in ''Persona 5 [[UpdatedRerelease Royal]]'' compared to the vanilla game. So far, he's the only protagonist that's remained silent in spinoff games; even in ''P5'''s anime adaptation, he's rather quiet. Atlus said that they "gave too much personality to the ''P4'' hero in the anime and spin-offs", so they took a step back to keep Joker more of a self-insert, although Joker is still more extroverted than his male ''P3'' counterpart.
quiet.
** Adaptations and spinoffs tend to zigzag this. The ''P4'' protagonist speaks freely and rather frequently in the anime, manga, and spinoff games as a charismatic extrovert, games, while the ''P3'' and ''5'' heroes tend to be more quiet, though it's justified with the ''P3'' male hero actually being an emo while Joker keeps things under wraps unless fighting or performing.quiet. In ''[[VideoGame/PersonaQShadowOfTheLabyrinth Persona Q]]'', the protagonist that is not chosen as the player character speaks freely, while the player-controlled one remains silent. In ''VideoGame/SuperSmashBrosUltimate'', the ''P5'' hero is, ironically, one of the talkiest members of the cast (though the [[FightingGame nature of the game]] restricts most of his dialogue to general TrashTalk). In ''[[VideoGame/PersonaQ2NewCinemaLabyrinth Q2]]'', the female protagonist of ''3'' is presented as ''very'' chatty, and likewise are Yu and Makoto, though Joker doesn't talk. chatty.
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* In ''VideoGame/{{Journey}}'', you are the Red Robe. You travel through the desert, release cloth creatures, [[spoiler:avoid getting caught by the war machines]], and never give up on your goal without a single word coming out of you.

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* In ''VideoGame/{{Journey}}'', ''VideoGame/{{Journey|2012}}'', you are the Red Robe. You travel through the desert, release cloth creatures, [[spoiler:avoid getting caught by the war machines]], and never give up on your goal without a single word coming out of you.
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** The Master Chief never spoke during missions or the original trilogy, though he did speak in cutscenes. Starting in ''VideoGame/Halo4'', he now talks in missions as well.
** Nobel Six in ''VideoGame/HaloReach'' is same as the Master Chief, silent during missions but using [[TheQuietOne brief sentences]] in cutscenes. Six also lets out a [[ThisIsGonnaSuck dejected "Awww"]] when tagged with a Plasma Grenade.

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** The Master Chief never spoke during missions or of the original trilogy, though he did speak in cutscenes. Starting in ''VideoGame/Halo4'', he now talks in missions as well.
** Nobel Six in ''VideoGame/HaloReach'' is same as the Master Chief, silent during missions but using [[TheQuietOne brief sentences]] in cutscenes. Six also lets out a [[ThisIsGonnaSuck dejected "Awww"]] when if tagged with a Plasma Grenade.
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* ''Machinima/TheGModIdiotBox'' shows what happens [[https://www.youtube.com/watch?v=52wmUklTPlk&t=6m5s when two Heroic Mimes get in an argument.]]

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* ''Machinima/TheGModIdiotBox'' ''Machinima/TheGmodIdiotBox'' shows what happens [[https://www.youtube.com/watch?v=52wmUklTPlk&t=6m5s when two Heroic Mimes get in an argument.]]
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** Played with to great effect throughout the Dark Knight job quests in the ''Heavensward'' areas. The level 50 one blows it open by [[spoiler:revealing that your "job tutor" thus far has actually been a manifestation of your inner anger and frustrations, with the final battle of the quest having them transform from "Fray's faceless suit of armour" into [[EnemyWithout a mirror image of yourself]] in Fray's armor. When the manifestation talks in this form, its nameplate uses your name to show that, in a way, it is you speaking. Of course, your actual character still doesn't talk, but there are strong implications (and the post-''Shadowbringers'' quest confirms) that, from the perspective of the other [=NPCs=] you've interacted with thus far, ''you'' said everything that "Fray" said.]]

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** Played with to great effect throughout the Dark Knight job quests in the ''Heavensward'' areas. The level 50 one blows it open by [[spoiler:revealing that your "job tutor" thus far has actually been a manifestation of your inner anger and frustrations, with the final battle of the quest having them transform from "Fray's faceless suit of armour" into [[EnemyWithout a mirror image of yourself]] in Fray's armor.the Dark Knight's Lv 60 gear. When the manifestation talks in this form, its nameplate uses your name to show that, in a way, it is you speaking. Of course, your actual character still doesn't talk, but there are strong implications (and the post-''Shadowbringers'' quest confirms) that, from the perspective of the other [=NPCs=] you've interacted with thus far, ''you'' said everything that "Fray" said.]]

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