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COVER feature<br />

Alyx Vance<br />

when they are beside you; you notice<br />

when they are not.<br />

A similar relationship also forms<br />

between Shadow Of The Colossus’s<br />

Wanda and his trusty horse, Agro. Just<br />

like in ICO, the player can call to Agro<br />

and he will come running, but he will<br />

wander off freely otherwise. Agro is<br />

a well-behaved steed, and the game<br />

can get away with making him more<br />

obedient as he is a tamed animal and<br />

not a free-willed human. But he still<br />

behaves convincingly, rearing when a<br />

colossus stomps nearby or refusing<br />

to leap over certain crevasses until<br />

pushed. The times that you must<br />

leave Agro behind, you really feel his<br />

absence. For me, it is in the echoing<br />

tap-tap of my feet compared to Agro’s<br />

hearty gallop that really rubs it in.<br />

A companion can still be convincing<br />

and meaningful without such detailed<br />

free-will, however. Alyx Vance in Half-<br />

Life 2 accompanies the player for<br />

much of the game. In Episodes One<br />

and Two, you could even argue that<br />

she is the main character and the<br />

player’s character, Gordon Freeman, is<br />

the companion.<br />

Alyx’s actions are more scripted<br />

than either Yorda or Agro. On every<br />

playthrough she will follow a practically<br />

identical path through the levels and<br />

will say the same things at the same<br />

times. Nonetheless, she is animated<br />

and written in a way that is both<br />

convincing and human. Instead of<br />

just following the player, Alyx has her<br />

own paths through the level, which<br />

means she will often be leading—a<br />

rare feat among gaming companions.<br />

That these paths are scripted hardly<br />

matter. Instead, they add to the game.<br />

Alyx can be shown to engage with her<br />

environment in a more convincing style.<br />

Instead of awkwardly running through<br />

a level like any old NPC, she will jump<br />

over guardrails and climb fences like a<br />

human being, making both her and the<br />

world more believable.<br />

Once the player cares for Alyx, her<br />

most important role is in justifying<br />

Gordon Freeman’s existence, and by<br />

extension the player’s. As Gordon is<br />

a silent protagonist, one of the main<br />

criticisms levelled at Half-Life was that<br />

he was practically a non-character—just<br />

a gun floating on the monitor. Alyx<br />

Vance changed this. By constantly<br />

ack<strong>now</strong>ledging Gordon, making eyecontact,<br />

having discussions, remarking<br />

on his actions, Alyx makes Gordon<br />

more real. We still never see Gordon<br />

ourselves, but we see that Alyx sees him.<br />

The actions are miniscule, but they add<br />

a significant level of detail that makes<br />

Half-Life 2’s story and world more<br />

accessible that Half-Life’s ever was.<br />

Sadly, though, there are occasions<br />

where Alyx tips the wrong way and<br />

becomes a frustrating NPC instead of<br />

a friendly companion. One particular<br />

stage in Episode One frustrated me<br />

immensely and shows how even the<br />

best implemented companions can go<br />

wrong and nearly break a game. You<br />

are underground and trying to get to<br />

the surface. In a pitch-black room, you<br />

must fight swarms of zombies while<br />

you wait for an elevator to arrive. The<br />

player has no weapons save a torch<br />

and the gravity gun, but Alyx has her<br />

pistol. However, she will only shoot at<br />

zombies that the player is pointing the<br />

torch at or has lit flares nearby.<br />

I couldn’t help but feel Alyx wasn’t<br />

pulling her weight. Why couldn’t she<br />

pick up a flare herself Why did I have<br />

to stand dumbly with my torch pointed<br />

at a zombie for her to shoot it Clearly,<br />

Valve were trying to strengthen the<br />

relationship between Alyx and Gordon<br />

by forcing you to cooperate to survive,<br />

but the result was the opposite. Alyx<br />

couldn’t look after herself and she<br />

was holding me back. Instead of being<br />

a companion I could work with, she<br />

became a bit of programming that<br />

I had to second guess and exploit.<br />

While her actions in the rest of the<br />

game added so much, it was almost<br />

all destroyed for me in this one stage.<br />

Using companions truly is a precarious,<br />

dangerous thing.<br />

There are more interesting<br />

companions—both good and bad—than<br />

could be covered in any one article.<br />

The more-or-less invisible companions<br />

10 www.pixelhunt.com.au<br />

JANUARY 2011

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