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Edited by The First Aifos: 8/3/2025 11:59:55 PM
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Hot Take: Video game companions should be more chatty

Good evening everybody, this is Aifos coming to you alive from... From Phil... Philadelphia? No that's not right... I don't actually know how to spell it. But that's besides the point! We all know the meme of how annoying chatty video game sidekicks are. You can say "Hey! Look! Listen!" and just about any gamer will know what you're referring to without any context. Since those fateful times, it feels like video game sidekicks have gotten quieter. When they chime in with helpful advice, it's no longer a voice, but a bell or chime of some sort, and if they do say something it's usually a scripted conversation of some kind. Which brings us to [url=https://youtu.be/u-zycj_tJgo?si=SnNgymw53SS2YoAA]The Adventures of Elliot[/url], a new game that was announced not long ago. I've recently been playing the demo of this game, and it's quite fun. There are a lot of things I really loved about it, but I think the thing that I loved most is your little faerie companion, Faie, will. Not. Shut. Up. You see a treasure chest? Faie has a comment on it. You kill 5 monsters in a row without taking damage? Faie has a comment on it. You see a cat? Faie has a comment on it. You get a cool drop from an enemy? Faie has a comment on it. You walk into a desert? Faie has a comment on it. You sprint head-first into a wall? Faie has a comment on it. Like, seriously, she is just talking all the time, and I loved it. Of course, she only had one or two lines of dialogue for each of these things, so there was a good amount of repeated dialogue, and you could put for the argument that that's a little immersion breaking. And y'know, fair enough, I can definitely see it. For me, however, it had the opposite effect. I've spent 60ish hours with Grimoire Weiss in NeiR Replicant (he's my favorite video game partner!) and only maybe 2 hours with Faie over my two playthroughs of the Elliot demo, and yet despite this, I already feel like I've been on much more of an adventure with Faie than I ever have with Weiss. And that's not because Weiss doesn't talk, mind you, he does, but it's very much in the vein of scripted conversations. Weiss felt like he had things to comment on with the story, but he never really cared when we found a new weapon, or unlocked a new spell. But Faie felt like she was right there with me. She cared just as much about the small things--like finding a chest full of cash and yelling "Lookit all that cash you got!"--as she did about the big story moments. And not only did this help feel like we were on an adventure together, it also helped firmly establish her personality in a fairly short amount of time. And of course, it's not like The Adventures of Elliot is the only game ever to do this. KK in Ghostwire Tokyo is also pretty chatty, for example, but Faie is probably the most talkative video game partner I can think of in recent memory. And, I'm sure as a result, there are some players who absolutely despise her. But, I think we need more video game companions like Faie. So yeah. That's all. I'm really hyped for this game, the demo is really fun. If you have a Switch 2, you should give it a shot. [b][u]Tl;dr? Here's my point![/b][/u] If I had a nickel for every time I sprinted headfirst into a wall, and Faie told me "That hard to hurt...", I'd probably have, like, two bucks. Which is a lot given the demo is only an hour long, and most of that happened in the first 10 minutes. That's the mark of a good video game companion right there. I really hope they don't tone down her dialogue in the full release... But that's all for now folks! Jambuhbye!

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  • [i]Final Fantasy XV[/i] had its issues but I'll defend the bro banter until the day I die.

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    • [quote]If I had a nickel for every time I sprinted headfirst into a wall, and Faie told me "That hard to hurt...", I'd probably have, like, two bucks. Which is a lot given the demo is only an hour long, and most of that happened in the first 10 minutes.[/quote] Peak

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      • I hear your take, but will raise you one: Video game companions should be more [i]complex[/i]. I like the idea of a chatty video game character building a high degree of immersion, but when they say the same thing over and over and over and over and over again, I feel like it ends up breaking the illusion. I don't think people are as annoyed at simply the repetition of these throwaway lines as much as they are annoyed that this repetition is a constant reminder that they're playing a video game and not actually going on an adventure. An "annoying" side character can really ruin the escapism because, when a line is repeated enough, it's almost like you can't ignore that the character is nothing but a robot. Like you mentioned in OP, silent companions are the easy way out. But the harder way out is to have arrays of lines shift throughout the game. I think God of War, Uncharted, and the Last of Us do a wonderful job at having the various companions shifting their moods as the game progresses. Granted, these are the scriptiest of scripted games, with almost no repeated lines of dialogue at all, but I think the point still stands. Especially in God of War, Atreus has all sorts of throwaway lines whenever he fids an object or spots an enemy or whatever. But, whenever Atreus goes into edgy teenager mode, he all but clams up. It's pretty unnerving to have your bubbly, chatty companion be silent for once, even if you've been wishing for them to shut up for the past ten hours. And having segments of the game be emotionally diverse is going to help legitimize the experience and game world and generally make the game more memorable/fun. But not every game is going to be a family drama with complex, deep characters (which is basically what Uncharted, TLoU, and GoW are). But even still, I don't really want my companion to act like they're on a fun adventure for 100% of the playthrough. If something bad happens, I'd like for that to affect my companions beyond the cutscene. Even having a distinct pool of lines at the two-thirds or three-quarters mark after the big plot point of the game would be nice to have, even if the companion reverts back to default mode at the end. Or, even simpler, give these companions some sort of personality. Though I never played it, Halo Infinite's multiplayer does something cool with the different AIs you can equip to your Spartan that change the in-game commentary. As far as I'm aware, they're pretty one-dimensional (obviously, what with Halo being a multiplayer arena shooter), but at least they commit to the vibe. And if they get annoying, you can just switch them out. Neat.

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        • I like companions in TLoUPII. They talk pretty often, but not too much.

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          • It’s about striking a careful balance imo. Enough to flesh out the world and characters; but not so much they exposition dump everything or become annoying. Every line of dialogue needs to have some kind of purpose (Chekhov’s gun and all that). There’s also the fact things like voice acting can be really expensive with the amount of lines you’d have to record especially when considering the voices you’re using. Then there’s character writing which I feel is self explanatory.

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              • I hate talking companions. That robot in Borderlands drives me crazy. I couldn't play Monster Hunter World because of the "Over here! Look over here!" every ten seconds. Shut up!!!! I do, however, love animal companions that just hang around and can be petted. Real stress relievers.

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                • This game popped up in my news feed, but sadly I don’t have a Switch 2

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