Summary
While the video game industry is full-to-the-brim with notable silent protagonists, such titles are often similarly bursting with original NPC allies who are all too forthcoming with a whole host of quips, one-liners, and developed conversation.
From close-knit brothers in arms to individual AI companions accompanying the player throughout the peaks and troughs of the narrative, allied characters in video games are rarely silent and are all-too-often full of engaging conversations.
While the squad-based combat and elaborate combat callouts of Ubisoft’sGhost Recon Wildlandsmay have been tightened up in its sequel,Ghost Recon Breakpoint, that is not to say that the interpersonal chatter was any less engaging in the original. With the subseries' focus on multiplayer play, AI allies' combat and conversational chatter did much to replicate the banter of player-led engagement for those who wished to play solo.
Although the antics of Ghost Team in Bolivia, as seen inGhost Recon Wildlands, may have beenexpanded in its direct sequel;communication between Nomad, Midas, Holt, and Weaver remains arguably more engaging in the original entry. Bolstered byWildlands’chatter relating beyond tactical callouts — with comments on the environment and task at hand, alongside conversational quips — the open-world shooter brings a surprising amount of character to its core fireteam.
With the acting talents of Hollywood staples like Gary Oldman, Ed Harris, and James C. Burns,Call of Duty: Black Ops' 2010 release brought players into a star-studded, action-filled depiction of the Cold War. While otherCall of Dutytitles before and since have touted the cast list of its characters,Treyarch’s commitment to explosive actionand pulp-like scenarios ensures that FPS combat never remains by the numbers for long.
From Frank Woods' crass and cocky combat barks to Hudson’s more authoritative tone, chatter in casual and combative situations is not only engaging but entertaining at seemingly every turn. Bolster the main characters' performances with Holywood-esque realism in NPC dialogue and shouts in combat, andCall of Duty: Black Ops' audio remains arguably as explosive as its gameplay.
Although scavenging and strolling through the remains ofFallout 4’s Commonwealth is often a solitary experience, players may decide to ditch the solitude of the post-apocalypse and patrol the wastes withone of the title’s many companions. From an inquisitive yet awkward news reporter to a loyal robotic butler,Fallout 4provides some of the series' most engaging companion characters.
Reinforced by unique perks, quests, and dialogue, each ofFallout 4’s companions provides individual alterations to how the game can be played. However, in combat and when simply roaming post-apocalypse Boston, many of the game’s companions will not only shout combat barks but chat about their lives and the environment, while also making conversation with other NPCs in the area.
Despite the gung-ho action and high-stakes combat ofEA’sBattlefield: Bad Companysubseries,one aspect of its FPS titles that seemingly remains with fans is its tongue-in-cheek conversation in and out of scripted sequences. While the combat-oriented barks lend a sense of realism to enemy engagement, the banter and pseudo-philosophical musings of B Company while in a shelter or a foxhole lend the titles a somewhat fraternal element.
From conversations regarding ‘would you rather’ scenarios and misquoted Shakespeare, to debates over Kevin Bacon’s filmography; Sweetwater, Haggard, and Redford’s chatter not only entertains but creates an element of realism rarely seen in military shooters since.
Three years before theStar Wars: The CloneWarsanimated series would lend some much-needed humanity to the Clone Troopers ofStar Wars' Grand Army of the Republic, LucasArts developed theSquad-Based ShooterStar Wars: Republic Commando. Showcasing each of its eponymous Clone Commando’s unique personality and skills, Delta Squad communicated and collaborated as a tight-knit military unit — just as should have been expected.
While such cohesion is achieved by simulated combat barks relating to action as and when it occurs, most of the characterization of Scorch, Fixer, and Sev comes from the more conversational chatter and remarks that sprout up throughout the title’s campaign. From cheeky quips about rank to comments on the imposing nature of a Wookie, Delta Squad’s cohesion and fraternal relationship are reinforced time and time again until the title’s heart-wrenching conclusion.
Even with the hard-hitting highs of FPS titles in the eighth console generation, Respawn Entertainment’sTitanfall 2remains the standout shooter in a library of gems. WhileTitanfall 2’s enemy AI is often prone to dynamic chatter upon the appearance of the player, the title’s emphasis on allied AI companions is an indisputable pillar of its game design.
After only a matter of minutes, the buddy-cop dynamic of Jack Cooper and BT-7274 becomes central toTitanfall 2’s narrative and is filled with engaging chatter, dynamically playing in gameplay scenarios and as branching conversational elements. However, this allied banter is also carried to the title’s acclaimed multiplayer offerings throughsimilar dynamic barks toTitanfall 2’s enemy AI. From providing inspirational quips to their teammates to commenting on the player Pilot directly, the Grunt forces ofTitanfall 2’s PvPvE multiplayer adds to the lived-in feel of the title’s maps and conflict.
Although Microsoft’s posterchildHaloseries has pitted its supersoldier protagonist John-117 against a variety of vocal alien species in its nearly 25-year history, that is not to say that the master Chief has been alone without a whole host of smart-mouthed allies by his side.
As arguably one of the most defining elements of the UNSC’s armed presence, the quick-witted Marines of humanity’s military are constantly conversing between themselves and with the player. From commenting on a particularly stomach-churning jump off of a hillside toslagging-off recently dispatched Sanheili enemies, the multinational dialects of the Marines are a constant buzz of chatter. Bolstered by in-game optional modifiers such as the ‘I Would Have Been Your Daddy’ skull, the very human banter rings particularly loud against the foreign fields of manyHalocampaign environments.
Although most video games seemingly attempt to drive home a sense of realism and necessity in their allied companions and compatriots, shockingly few titles have implemented such endeavors as a core pillar of their design. Even in the more than 10 years since its release — and despite its detractors — 2010’sBioshock Infiniteremains as seemingly one of the most consistently revered video games — especially with regard to its implementation of Elizabeth Comstock.
Sprung from her elegant cell in the heights ofInfinite’s Columbia, Elizabeth consistently assists the player by providing tangible benefits with her lockpicking and ammo-finding skills. Beyond this, she also comments on combat situations and intricate details of the world, all while the relationship between her and the player-character is developed. Through Elizabeth’s consistent chatter and assistance in and out of combat scenarios, “players will actually [begin] to feel that they are playing through the game with her,” rather than simply being accompanied on their journey.