'It's hard to believe we've heard the last from the Combine,' says the voice of Half-Life's G-Man
Mike Shapiro talks Half-Life and its future—a universe he's "always happy to inhabit."
Mike Shapiro may not be a household name, but I'd wager you've heard his voice at some stage in the last 20 years. A voice actor with over two decades experience, he first lent his vocal chords to 1994's Super Punch Out, and has since worked on everything from Dota 2 to Grand Theft Auto 5.
His most famous work, though, is his contributions to Valve's Half-Life series—having voiced security guard-turned-Resistance champion Barney Calhoun, as well as Gordon Freeman's dapper, dark and elusive adversary The G-Man.
The following interview took place last year, prior to Gabe Newell's recent Reddit Ask Me Anything, where I asked Shapiro what it's like working with Valve, why he's drawn to the characters he's voiced within the Half-Life series, and what are our chances of seeing Barney and G-Man's return at some stage in the future.
While featuring in a handful of movies, much of Shapiro's past experience involves videogame voice acting. Besides Half-Life, his résumé boasts Dota 2, GTA 5, and Microsoft Home's Angus McZee.
PC Gamer: Prior to working with Valve on the original Half-Life, you’d worked on several video games including more comical titles such as Super Punch-Out—what first drew you to video game voice acting?
Mike Shapiro: Voice acting in games has always been one of my favourite places to perform. You’ve got a ton of creative collaboration with the writers and creators, and often you get to inhabit a range of characters even on a single title. Especially early on, when the medium was just burgeoning, performing for games felt like a very natural extension of live theatre.
Is it fair to say that working on the original Half-Life was the biggest video game you’d worked on up to that point production-wise? How was this project different to the others you’d worked on beforehand?
Prior to Half-Life I had worked on a variety of projects. Seattle was a hotbed in the '90s and a number of them were ambitious for their time (did somebody say McZee?). But from the outset, Half-Life was breaking new ground on a lot of levels. Early on, while we were still devising G-Man and Barney, pre-release versions of the game just blew my mind. It was way out front of other FPS titles in terms of realism and interactivity, and ahead of the curve for cinematic sequences that were super-fun to work on.
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Half-Life 2 was obviously bigger again, how did this compare to working on the original Half-Life and what were your expectations going in?
It’s always a time warp—in this case a gratifying one—to step back into the boots (or mysterious, all-powerful wingtips) of characters you inhabited years earlier. Before we even began work on Half-Life 2, the game had broken all kinds of new ground and won wide acclaim.
More significantly, we could feel the audience out there—hungry, engaged, creative. That makes a world of difference to an actor. So when it was time to get the band back together, Valve’s studio was buzzing with that energy. I [attend] a number of Comic Cons and conventions, and I always look forward to meeting the fans. That’s a real moment of fulfilment, when a project we began in 1998 comes to fruition face to face in real time.
Did you have any sense at the time—during or shortly after—that you were working on a video game that would go on to be held up as one of the greatest of all time?
The creatives at Valve, the producers, the entire team—they are consummate pros. From our initial meeting it was clear that they weren’t just putting out a new title, they were planning to change the world. It was always about story and engagement, creating an immersive, visceral, altogether novel experience. Sure, we sensed that Half-Life would break new ground, experiencing even betas of the new game, that was patently clear.
When we first began recording Barney and Eli, G-Man, Gina, all those characters at Black Mesa? Right from the start, and more recently with [my work on] Dota 2, the whole Half-Life experience has been hugely gratifying.
Speaking to the general process—how closely do the in-game models of the Half-Life 2 characters resemble their voice actors and do you guys have any input?
So you’re asking whether I physically resemble G-Man? I certainly hope not! For starters, I try to get out in the sun a little more. And Barney’s got way cooler gear than I could ever hope to wear.
For sure there is a symbiosis that evolves between you and your character—whether it manifests in terms of appearance, that’s up to the fans to decide when they meet us. To my eye, it’s the dedicated cosplayers who most strikingly resemble our characters. Some of those are amazing!
In our previous chat you mentioned that G-Man and Barney are among your “very favorite characters”—what is it about them that’s so special to you even now, so many years on?
It’s a lot of fun to inhabit G-Man, albeit vicariously—those nether realms, and the secrets which he and he alone carries. Of course you wouldn’t actually wanna be the guy, let alone meet him in a darkened facility. Likewise, something about Barney Calhoun’s spirit is just indomitable. And loyal. Even if he has rather a simpler mind at work. Barney is kind of a perfect counterpoint to G-Man. So playing both of them within a single storyline is uniquely satisfying.
They’re also among my favourites because Half-Life fans are so devoted and knowledgeable—when we meet, there’s an immediate shared history through these characters. Both G-Man and Barney are very particularly drawn, and somehow also archetypal. The players always grok that.
Again, it’s been a while since the last instalment to the Half-Life series, how hopeful/confident are you on a personal level that Valve will return to it in the future?
Between the original titles and the immense fan creativity, Half-Life is incredibly vibrant, and it’s hard to believe we’ve heard the last from the Combine. I’m not at liberty to discuss any detailed plans, but I regularly connect with players who make it clear that there’s hunger for another instalment. Might that come in the form of a film collaboration with Bad Robot, or a new stand-alone release? I certainly feel optimistic about those scenarios, and the Half-Life universe is one I’m always happy to inhabit.
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