I kind of feel like the greatest move that Valve could pull at the end of the Half-Life saga is revealing that it's not that Gordon doesn't talk...it's that he
can't talk. A physically mute, ass-kicking theoretical physicist? What more do you need?

(As a side note, Gordon being mute doesn't bother me in the least. Like darkdaej said, his reaction to a particular scene is my own by extension. I don't just control him; I
am him. Having him speak would destroy what Valve is trying to convey.)
More on-topic (such as it is), I completely understand what AA is saying here. I'd disagree with NGTM-1R's assertion that the new campaign formats that have arisen have gone "beyond" what

originally achieved; I feel it's not so much a case of "beyond" as it is "to the side." There have been some great achievements in character- and thematically-driven campaigns (with BP being of the former and Transcend/Sync of the latter), but in my mind, they're no better or worse than the impersonal, story-driven paradigm of the retail campaigns. They're just a different option available to the community's storytellers. AA's not saying that no other fan-made campaign can "be FS3" in the sense that any of them are actively claiming to be so, but rather that the majority of fan-made campaigns don't fit in the same format that made the retail campaigns what they are. I will agree that PI is about as close as anyone has come to recapturing that atmosphere, and I'd submit ST:R for being just as successful (if not even more so, thanks to the superb voicework). Both of these campaigns utilize many of the same mannerisms, tropes, and structures that

used to great effect in their own campaigns, and that's the very sort of thing I'd want to see in a future sequel. I love playing most of the (for lack of a better term) new-paradigm campaigns that have been created, but they'll never fill the void in my heart that a true successor to FS2 would.