Half-Life 2: Dr. Breen and G-Man

Spoilers: Half-Life, Half-Life 2, Episodes One & Two

The first two significant characters Gordon Freeman encounters in Half-Life 2 serve well to establish the conflicts he will face. First, waking him up from one of the proposed two endings in Half-Life is a person simply known as G-Man (seemingly a reference to the often derogatory term to name government officials). Then, upon leaving the train on which Gordon finds himself, he hears the voice of Dr. Breen–a voice that will follow him quite a few places.

A monitor suspended above the player that holds Dr. Breen's face. He is an elderly white male with a full head of hair and beard, both white in color. The subtitles state, "Welcome. Welcome to City 17."

A monitor suspended above the player that holds Dr. Breen's face. He is an elderly white male with a full head of hair and beard, both white in color. The subtitles state, "Welcome. Welcome to City 17."

These two men are seemingly opposite in the power struggle into which Freeman finds himself thrown, seeing as it is G-Man who brings back Gordon and throws him into this struggle. Almost, but not quite. While G-Man’s motives are relatively mysterious, and his full import has yet to be laid out in full, Dr. Breen is fairly straight-forward, representing the Combine that is your primary enemy in the game. In contrast, G-Man is a man who works in some interdimensional space, and while he can often be seen about in the world, he is a puppetmaster that makes Breen’s own efforts seem inconsequential, particularly as it seems to be G-Man who is indirectly guiding Gordon’s actions. From here I’d like to work from the outside in, so will start examining Dr. Breen.

Dr. Breen is revealed to be the former administrator at the Black Mesa facility. It is quickly revealed there are deep-seated issues between he and Eli Vance. It becomes apparent that Breen negotiated a peace with the Combine, that included selling off humanity. As is usually the case with power, he obtains it by willingly trading off other peoples’. While that power seems absolute, the way Breen is depicted shows how precarious his position actually is.

He sits high in an office in the Citadel, far away from the rest of the world’s concerns. Our first encounter with him is over a loudspeaker and through a monitor. While broadcasting those messages, he always has the demeanor of someone patiently and stridently defending his choices as the best for humanity–arguing away freedoms and instincts in praise of a larger plan. Yet, early on, when a teleporter incident goes awry and Gordon twice finds himself briefly in Breen’s lofty office, the man is shown to panic, losing the composure we see through most of the rest of the game.

Dr. Breen's face as seen on two of the computer terminals in the Citadel itself.

Dr. Breen's face as seen on two of the computer terminals in the Citadel itself.

Contrast how we can interact with Breen through most of the game as to how we are forced to do so with G-Man. While Breen’s voice drones on in the background, we have the option of moving on, not looking at his on-screen images, and progressing before hearing his speeches in full. G-Man on the other hand? Every encounter where he speaks is one where the player loses control, directly mirroring the impact Freeman is to have on the story. He cannot touch G-Man, let alone affect him in any way directly, whereas he is to be the cause of Breen’s downfall.

Ultimately, Breen is the face of the organization that is the Combine, and like many men in such a position, only a representative of the larger, underlying power. He is certainly a problem in his own right, but removing him does little to stop the larger issues at hand, as we find in Episodes One and Two.

Breen also offers a bit of a comment on gaming, as well as Gordon’s placement in the larger scheme of things. When Gordon is brought into Breen’s office at the end of the base game, he makes mention how Freeman is a fine pawn for those who control him, and almost mockingly states that Gordon didn’t understand that his contract was open to the highest bidder. This works on two levels: alluding to the contract that has been established at the end of the first game, and is invoked at the start of the game, as well as alluding to the issue of player control. As I read the scene, Breen was mocking my inability to alter the course of the scene at that moment. Yet, while I am immobilized in a trap, I can still move my head around and look about the room. Again, this serves in contrast to G-Man, who remains an unpredictable force in the story, who seems to be dictating not just Gordon’s, but my actions as well. This makes him a far more menacing proposition, despite our not directly fighting against him.

G-Man's face in extreme proximity of Gordon's own. He is a white male who appears nearing his later middle-aged years, with black eyebrows. The subtitled text reads, "Rise and shine, Mr. Freeman. Rise and shine."

G-Man's face in extreme proximity of Gordon's own. He is a white male who appears nearing his later middle-aged years, with black eyebrows. The subtitled text reads, "Rise and shine, Mr. Freeman. Rise and shine."

As I stated, every encounter where there is discussion with G-Man involves complete forfeiture of control. One cannot look away, move, or do anything but stare at him. Furthering the unease, the first-person perspective is used so that he vacillates between being far away and uncomfortably near. His speech patterns are off, and he has stresses on syllables that denote someone who is taking pleasure out of drawing out an interaction, and toying with his sentences–he is in no hurry, and his entire attitude seems bordering on flippant. The final note is that his facial expressions often seem misleading, offering opposing motives and reactions to Gordon within the same scene, leading any reading of him to be full of conjecture.

Throughout the series, he can often be seen at a distance, yet rarely ever reached. What comes of this is the air of someone interested in your actions, but watching from afar, constantly appraising and judging your actions. The one time this is called into question is when the Vortigaunts show up at the beginning of Episode One and drive him away from Gordon, which grants a reprieve for some time (and it is the one time his emotions seem fully keyed to the events at hand, as he is both flabbergasted and has a tinge of anger in his voice), until Alyx is wounded, and the Vortigaunts are distracted in healing her. It is upon his return that G-Man casts more doubt into the overall plot, outlining how it was he who spared Alyx’s life after the events of the first game, seeing a ‘potential’ in her. When he whispers a message to give to her father, it recalls a name of one of the chapters from the first game, Unforeseen Consequences. As is revealed when spoken to Eli, somehow, G-Man seems implicated in all the events as we have seen them, starting from the very beginning of Half-Life.

An image of multiple Vortigaunts proffering a line between G-Man's body and Gordon's, with an image of G-Man's face imposed over it.

An image of multiple Vortigaunts proffering a line between G-Man's body and Gordon's, with an image of G-Man's face imposed over it.

For G-Man, all people seem merely pawns who may be used, have their actions contracted to the highest bidder, and directed as he sees fit.

The struggle in this game therefore read to me as parallel to many of the struggles against kyriarchy one can see today. In particular, the word kyriarchy works well here, as it is not as simple and straight-forward a menace as patriarchy. It alludes to a struggle against interconnected forces that act as an oppressor. While Dr. Breen and G-Man’s aims seem wholly different, their predatory behavior and work at controlling those around them has much the same effect, and paints them in the same light. Particularly in contrast to the struggle being fought by the likes of Eli, Alyx, and the Vortigaunts.

This quotation from Breen, clearly angry as Freeman walks through the Citadel, is rather telling:

Tell me, Dr. Freeman, if you can. You have destroyed so much. What is it, exactly, that you have created? Can you name even one thing? I thought not.

As anyone familiar with Derailing for Dummies can tell you, this is not far off from a common tactic used by varying degrees of privilege in marginalized spaces that offer critique of the larger kyriarchy.

Unfortunately for Dr. Breen, he is merely the face of a larger force and not the overarching lord he believes himself to be–hemmed in by the same restraints he hopes to use to control others. This force is one which we cannot fully conceive of quite yet; while we have small hints available here and there, as with the appearance of the Advisors, thus far the forces we face remain an unseen, but ultimately felt, oppressor with agents running through the world–even briefly taking on the others who have been part of the resistance, as seen with Dr. Mossman.

The G-Man’s involvement in all this becomes all the more sinister as he appears to be someone who is at once offering you small glimpses, as well as deliberately withholding information on the larger scheme. He is a gatekeeper of the larger events occurring in the world.

Half-Life 2 Analysis:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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About Denis Farr

Writer interested in intersectionality, games, comics, nerdy stuff in general, theater, and how it all mixes. Graduate of Wabash College, with studies in Theater, English, German, and Gender Studies.
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10 Responses to Half-Life 2: Dr. Breen and G-Man

  1. Pingback: Half-Life 2: Alyx and Eli Vance | Vorpal Bunny Ranch

  2. As a response to both this post and your previous one, I thought I would tell an interesting experience I had with Alyx and the other characters in the games.

    Part of the motivation for moving forward in the games is the hope of finding out what’s going on in the larger scheme of things. The G-man is obviously manipulating events for some larger purpose, and many of the characters are aware of more than I am simply by having experienced them while I was in stasis for ~twenty years. When trying to describe my enthusiasm for finding out the answers to these mysteries, and my frustration at how little we really know, I’ve asked people to imagine how they might feel if the first season of Lost had been stretched out over ten years instead of getting the whole story in six seasons.

    With this in mind, I grew to adore Alyx in Half-Life 2 and Episode 1. I thought she was a really interesting, well-written character that felt like a complete human being. I loved having her by my side in Half-Life 2, and Episode 1 is my favorite of the series largely because of her constant presence and interactions. She competently handled enemies and usually had a remark that made me smile. The hug at the start of Episode 1 was absurdly heartwarming, and left me almost as embarrassed afterward as it left her. I legitimately wanted to comfort her when she has to stop and recollect herself after the train derails and the husks nearly chew her face off. Creepy video game nerd crush? Possibly.

    Nevertheless, after playing Portal when The Orange Box was released and seeing its cryptic links to the Half-Life universe, I was ready to find out more about the larger plot. I seem to remember Valve’s pre-release hype stating Episode 2 would reveal quite a bit about what was going on. After fighting through the surprisingly uninteresting ant-lion tunnels, experiencing more interminable driving sequences, and finding the instances where Gordon is sent off alone to do a task seemingly more arbitrary and “video game-y” than previous games, I was feeling a little let down by the whole experience. Then I met up with Eli, he sent Alyx away, and he started telling me he knew of the G-man and that he had been involved since the beginning. I was riveted. Then Alyx walked back in, interrupting the conversation.

    I was furious. Specifically, I was furious at Alyx. Go away! I’m about to learn what the hell I’m doing here! Why did you have to come back right now? I DON’T WANT YOU HERE.

    I remember it very clearly, and am still a little shocked at my response. Eventually I transferred my irritation to Valve, a more appropriate recipient (I have a completely unmerited hope that Portal 2 will reveal even more information about Half-Life). It’s nonetheless a moment where I was so absorbed in the moment that I really felt like I had inhabited Gordon Freeman and cursed his lack of speech. I suppose I should congratulate Valve on making me so invested in these games through their well written characters and stellar presentation. It’s one of few very clear memories of specific moments while playing games that will stick with me for a long time.

  3. Denis Farr says:

    The thing is, I played Portal long before I finished this series, so I need to go back now that this is in my head as well–the references will likely click.

    I’ll address Gordon tomorrow, but I felt his silence, contrasted with the emotional potency of many of the other characters just felt… off. It felt like Gordon couldn’t engage in the world, which is what made the Alyx romance thread a bit awkward (less so as just friends). I have quite a bit of respect for her, which is why it’s odd to be in that situation where you’re not really the character. It has both advantages and disadvantages.

  4. Since Episode 2 I’ve felt that Gordon as a completely silent protagonist is unsustainable going forward. I look forward to reading your full thoughts on him.

  5. Very interesting post, Denis. G-man has remained one of my most transfixing videogame characters for over a decade now, and I love reading other people’s interpretations of him. Related to this is why I found the closing chapter of Episode 2 so thrilling (SPOILERS AHEAD!)

    Right at the end of Episode 2, the last time you get a chance to speak to Eli with the promise that you will speak again later, is the *only time in the series* that someone else acknowledges to you that they are aware of the g-man’s existence. I was glued to my screen, practically trembling with anticipation. I wasn’t crazy! Someone else in this world had SEEN g-man! Well, so had Sheppard in Opposing Force, I suppose, but that doesn’t really count as Sheppard is still the ‘player’. Knowing an NPC has interacted with g-man just made me so excited because I knew I wasn’t insane.

    But as you mention, it raises other suspicions. It is clear that Freeman is G-man’s puppet from the start, but if he is also interacting with other characters, then who isn’t he controlling? Another question that has always bugged me: just who are his employers?

    G-man is fascinating. I’m not sure if he is so because Valve know exactly what they are doing with him or because they have no idea what they are doing with him. Either way, it works great.

    Another thought: In the first Half-Life, apart from right at the end, you only ever see G-man in the general sightings throughout the game, yes? So it is entirely possible for someone to play the entire game and not recognise him as significant until the very end. I love this as it just emphasises how much of a puppetmaster he is, existing always just out of sight of the puppet (i.e. the player).

    Anyway, i am rambling in my G-man love. Great post!

  6. Hirvox says:

    Considering Nihilanth’s and Breen’s monologues about the G-Man and the ending of Half-Life 1, it seems like G-Man is a mercenary, switching sides whenever it’s profitable. In Half-Life 1, he engineered the Resonance Cascade and by extension, the conquest of Xen and the death of the rebellious Nihilanth. This probably paved the way for the Seven Hour War, yet in Half-Life 2 the G-Man sends Gordon on a collision course with the Combine.

  7. Denis Farr says:

    That’s the vibe I’m getting, but at the same time, he does seem to have his own way of doing things, as with Alyx (not directly disobeying whomever, but certainly feeling he has the liberty to do things his way).

  8. Denis Farr says:

    Thankees.

    Yeah, outside of those moments when he’s speaking to you, it’s always possible to miss them. I give Valve credit, at least in the first game, of positioning him so that he stands out, and is where you would more than likely be looking anyway.

    And as you mention, it is very telling, and indicative of Gordon’s own mind (which is our own, I suppose…), that G-Man is such a shadowy figure of whom no one speaks, even if other people have seen him. The fact that Alyx doesn’t see him in the monitor right before she tells Eli about the unforeseen consequences only further lends credibility to that feeling of having a secret you can’t tell.

  9. Pingback: Half-Life 2: Gordon Freeman | Vorpal Bunny Ranch

  10. Pingback: Bechdel Test: Half-Life 2 « Bechdel Gamer

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