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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