This article is part of our History of PC Gaming series. Read all of the articles here.
When famed PC game studio Valve set out to work on the first Half-Life in 1996, the team that would change the first-person shooter genre forever was mostly made up of amateur modders who’d cut their teeth on the Quake engine. The studio itself was self-funded by former Microsoft Windows designers Gabe Newell and Mike Harrington, a gamble that as you know paid off tremendously.
Many stories have already been written about Valve’s ascension from indie PC developer to the AAA juggernaut that created Steam. Noclip’s documentary about how the Half-Life games influenced so many other developers, early esports pros, modders, and fans is a particularly thrilling chronicle of Valve’s story.
But one part of Half-Life‘s history that is sometimes overlooked is the role played by the performers who brought the series’ most iconic characters to life. In terms of the original Half-Life, no actor is more important than Michael Shapiro, the video game veteran who gave the enigmatic G-Man his inimitable and instantly recognizable voice. It’s Shapiro who conceived of the breathless intonation and otherworldy stutter that’s defined gaming’s creepiest character for over two decades.
The G-Man is more than just the mysterious god-like being manipulating the games’ events from behind the scenes, he’s the narrative bridge that transports protagonist Gordon Freeman from one game to the next. At the end of the first Half-Life, Dr. Freeman, a physicist with a gift for smashing up alien invaders with his trusty crowbar, is forced to accept a “job offer” from this strange “government” man. The only other option is death. With a smile, the G-Man puts the good doctor in stasis inside of a black void until he’s needed again. Gordon wakes up several years later in Half-Life 2 inside City 17 for reasons that soon become clear: the physicist must quell an alien invasion of Earth before humanity is lost.
After all these years, the G-Man’s motivations are still unclear. He knows more than everyone else in the story, an omniscient presence who’s always watching, but whose side is he on in the war between humanity and the alien empire known as the Combine? In the games, the G-Man says he’s operating on behalf of his “employers,” an unseen third party pulling the strings from the shadows (or another dimension). So is the G-Man another puppet or an agent of chaos? The series’ main villain?
Shapiro relishes the questions surrounding his most famous video game role. Talking on the phone at the time of the release of Half-Life: Alyx, the first new Half-Life game in 13 years (that’s a whole other story), Shapiro can barely contain his excitement for the new game and it’s clear that he loves this role and the franchise deeply. He’ll even tease you with some secrets about the G-Man if you ask nicely.
“There’s a good deal more about him and his circumstances that I know than I can share right now,” Shapiro says. “I don’t think I’d call him a bad guy, but I would call him a kind of anti-hero maybe in the sense that he’s somebody that we never stopped enjoying or even in a sense rooting for and yet, you can’t quite trust him and that’s a pleasurable kind of on the edge of what you can be sure about. He’s never going to do something uninteresting.”
Despite being set in between Half-Life and Half-Life 2, Alyx features a startling appearance from the G-Man that may or may not set up the future of the series. No, Half-Life 3 isn’t finally confirmed, but Shapiro is optimistic.
“When I think about what’s going to happen next and also what has come before in the character’s story, I can understand why he has that command and that allure and that sense of mystery because there is a lot more to him than we know. Yet.”
Shapiro can’t give us the goods about Half-Life‘s future, so he takes us on a trip through memory lane instead, explaining how he got involved with Valve and how he came up with the sound of the G-Man.
“I don’t remember auditioning for Half-Life, but I remember the experience of seeing the character of G-Man,” Shapiro says of meeting him for the first time. “The very first impulse creatively for finding a character is derived from the visuals, from the renderings that they’ve got. I remember getting a little bit of the background and seeing the character and he looked a little different than he does now.”
The polygon-heavy graphics of the 1998 original arguably gave us the most frightening version of the character to date: a lanky man clad in a blue suit, with a head that’s too perfectly squared (not entirely his fault) and a mad smile on his deathly pale face. His appearance has changed over the years as computer graphics have continued to improve. Shapiro says the look of the G-Man of Half-Life: Alyx is a far cry from how he looked in the ’90s.
“Now it’s the new G-Man with the trimmer haircut and by far some nicer skin tones. It’s like he’s getting under the sun a little bit more.”
By the time, Shapiro was brought in to record at Valve’s first studio space in Kirkland, he’d already worked on several PC games created in the Washington area, a hot spot for software companies to this day. He’d voiced several characters for Sierra, the studio that would eventually publish the first Half-Life, as well as McZee, the “wacko blue-skinned, crazy enthusiastic, bubbly, high energy guy” who taught kids how to make movies in Microsoft’s 3D Movie Maker.
While Shapiro has worked on several film and TV projects throughout his career, most of his credits are in video games. Sitting down in the recording booth and collaborating with developers is a process he really enjoys, especially as the voice acting and the game design begin to meld together.
“I worked on a lot of games over the years and even the process of creating them is a little bit mysterious. Sometimes they’ll bring a voice actor in relatively late in the process. Sometimes in a situation like [Half-Life], because it’s iterative, you record and you lay down the lines exactly as scripted and then sometimes inside the moment you’ll say, ‘Listen, I’d love to have another pass at that.’ Or they’ll say, ‘Is there anything else that you can imagine the character saying? Would G-Man put it differently?’ And then they’ll take that away and they’ll share it with animators and I suppose what they’re doing is trying it out on people who haven’t played it yet.”
For the first Half-Life, Shapiro actually voiced several characters, including a mix of scientists, HECU soldiers, security guards, and Nihilanth, the giant fetus-like final boss who rules an alien dimension called Xen (he also voiced the somewhat dopey Black Mesa security guard Barney Calhoun in later games). But he established a special relationship with the G-Man from the start.
“The experience of being G-Man is a really delicious acting project. It’s based in the text and in the history and in the relationship with other characters,” Shapiro says.
The actor describes how he gets into character as if he were putting himself in a trance: “I’m behind a microphone and I’ve got some lines and we run them, so I know them well enough to close my eyes and just speak them without reading it off the page. That’s when it comes alive. And when I close my eyes, I’m seeing the tram and I’m seeing the cascade resonance and I’m seeing the events over the course of the life of these stories. And that information comes from the designers, it comes from the directors and writers when I’m in-studio with them. Something really special about working with Valve is the story and the moments where you’re finding the character.”
It didn’t take long for Shapiro to find the G-Man’s voice during those early recording sessions. “I think it was something I felt pretty quickly, pretty early on,” the actor explains. “He’s a very clear person and personality and persona and that’s true vocally and it’s true in the spirit and in the way he manipulates those around him. For me, it is very hand in hand with the voice.”
Half-Life‘s soundtrack, which was composed by former Valve senior audio designer Kelly Bailey, was another source of inspiration for Shapiro. It makes perfect sense considering the score is one of the eeriest and most unconventional pieces of video game music to date, a mix of up-tempo synth beats for high-energy action sequences and grotesque sounds that complement the alien setting of the final act.
“A lot of G-Man’s speech is about the music underlying it and the tempo and the lyricism of the language,” he says. “I don’t mean to get too precious with it, it’s just music is a big part of what I do in addition to gaming and acting. So it’s always an access point for me and G-Man’s sort of stutter-step kind of phrasing and vocally his placement is a really rich kind of place.”
To get the vocal work just right, one of Shapiro’s biggest considerations is his proximity to the mic itself. “In particular with that character, I’ll just eat the mic because I feel like he knows so much about what’s really going on that I want to be able to portray that vocally. The closer you get to the microphone, the more intimate you are with the diaphragm on the microphone. The more nuance and flavor and texture you’re able to impart,” Shapiro says. “Is G-Man working for somebody or is everybody working for G-Man? It’s really hard to say what in the universe is going on, but he knows at any given moment exactly what’s going on and that kind of intimacy with the true nature of what underlies everything in the story, that’s what I’m after vocally.”
Surprisingly, the larger story isn’t as big of a concern to Shapiro as what’s happening in the specific scene he’s recording. It might account for the way the G-Man literally steals the scene whenever he’s on screen.
“As an actor in it, I have a certain amount of information,” he says. “The story within the scene is what’s most critical to me. And honestly, sometimes knowing the overarching narrative, the big story, isn’t something that I want to hear right away because I’m most informed by and really get so much engagement in the moment of knowing what’s happening between two characters, between five characters.”
Before the release of the Alyx VR game, fans had been begging Valve to make another Half-Life game for more than a decade. After production went dark on the never-released Half-Life 2: Episode 3 expansion, it seemed that the series was doomed to end on a cliffhanger as Valve moved on to other ventures, such as Steam, its VR headsets, and working on more lucrative esports titles like Counter-Strike (which itself was born as a Half-Life mod) and Dota 2.
When Valve announced in November 2019 that it was preparing to ship a new installment in the Half-Life series, most fans had long given up on the franchise’s future. But they all came running back, including Shapiro, who vividly remembers stepping back into his G-Man role after so long.
“We were recording at a studio in New York City in preparation for Half-Life: Alyx and my face was down or my eyes were closed probably and I finish and I opened up my eyes and on the other side of the glass — I can’t hear anything — everybody in the room is jumping up and down and waving their arms around because it’s working,” he says of the moment when it all clicked again. “What’s been neat is how easily we slipped right back into that again a couple decades later. It’s been a time since we first recorded those lines back in Kirkland.”
Shapiro never truly stopped celebrating the mystery of the G-Man in the interim. The character is a big presence on his Twitter page. “It’s me, but I’m taking the voice of G-Man from time to time.” Just a month after the Alyx announcement, Shapiro released his first message as the G-Man in more than a decade:
And the fandom never forgot about the G-Man either. Over the years, some Half-Life devotees have even reached out to Shapiro on Twitter with a…peculiar request: “I have had many people say I’m going to propose to my wife, would you ask her to marry me? Which is kind of an interesting idea.”
Now that Shapiro has returned to his most famous character, fans can begin to obsess over the G-Man and the Half-Life franchise all over again. For the actor, who’s also been working on a new podcast and another project that’s “a real blast from the past that people are going to be excited in a way they don’t even know,” the G-Man’s return in Alyx has been like visiting with an old friend.
“It felt so easy and so comfortable to step back into his shoes. To take that briefcase into hand once again was a disturbingly satisfying experience.”