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COVER feature<br />

A Player’s<br />

Best Friend<br />

BRENDAN KEOGH investigates the characters that accompany us in<br />

good times and bad, in sickness and in health, until death do you part:<br />

NPC companions.<br />

Superheroes have sidekicks,<br />

comedians have straight men,<br />

and videogame protagonists have<br />

companions. They have accompanied<br />

us in our adventures to save<br />

kingdoms/mankind/the universe and<br />

to slay monsters/demons/aliens for<br />

as long as video games have been<br />

around. Link had Navi, Donkey had<br />

Diddy (and Diddy had Dixie), Ico had<br />

Yorda, Mario had Yoshi (and Yoshi had<br />

Mario), Master Chief had Cortana,<br />

Gordon had Alyx, Jade had Pey’j,<br />

Wanda had Agro, Marcus had Dom.<br />

The list goes on and on. There are<br />

good reasons why so many games<br />

rely on companions, and it is no<br />

coincidence that some of the most<br />

memorable, most critically acclaimed<br />

games are those that rely heavily on an<br />

NPC following the player around.<br />

When implemented properly, a<br />

companion can immerse you deeper<br />

into the game world and give you<br />

something within the game to care<br />

about, such as your trusty canine in<br />

Fable II. Conversely, a bad companion<br />

is at best forgettable and useless,<br />

such as B-Company in Battlefield:<br />

Bad Company, and at worst has you<br />

double-guessing the game’s logic and<br />

yelling at the screen in frustration, like<br />

when your party medic in Final Fantasy<br />

XIII refuses to heal you. Simply put,<br />

companions are capable of making or<br />

breaking a game.<br />

A good story-focused game will<br />

hide the game’s rules behind a layer<br />

of fiction. The simplest example: an<br />

impassable mountain range is more<br />

immersive than an invisible wall at<br />

the end of the map with the on-screen<br />

message, ‘You cannot go this way’<br />

(I’m looking at you, Bethesda). It is<br />

DIDDY KONG<br />

not so much about forgetting that<br />

you are playing a game as it is about<br />

participating in what feels like a<br />

complete, coherent world. Companions<br />

play a crucial role in forming this<br />

coherent fiction by tying the player to<br />

the world and giving them something<br />

to care about.<br />

Few seem to understand this as<br />

well as Fumito Ueda of Team Ico,<br />

responsible for the Playstation 2<br />

classics ICO and Shadow Of The<br />

Colossus as well as the upcoming<br />

Playstation 3 title The Last Guardian.<br />

Both ICO and Shadow Of The Colossus<br />

(and The Last Guardian if we can judge<br />

from the trailers) create minimalist<br />

worlds with little story and even less<br />

dialogue. Yet, Ueda’s titles are among<br />

the best-received and most critically<br />

acclaimed games of recent time.<br />

The critical success of Ueda’s<br />

NAVI<br />

LUIGI<br />

YOSHI<br />

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

JANUARY 2011

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