#oneaday Day 145: The love of a good cat

Apologies for last night’s bleakness. Not entirely sure what came over me. I think it was just the fact I turned the TV on to watch something while I was having something to eat and I was immediately confronted by a “Dell AI” advert that… didn’t advertise anything whatsoever. But anyway. That was then, and this is now, and now I am back from my overnight stay and monthly visit to the office, and I have been welcomed home by my wife and cats.

My wife is jealous of how much our cats love me. And not just our current two; I was clearly favoured by both Ruby and Meg also. I haven’t particularly done anything special to make any of them favour me in particular, but I can confirm that both Oliver and Patti have been all over me ever since I returned home.

And it’s nice. There is something wonderful about the completely (well, mostly) unconditional love you feel from an animal. Both Oliver and Patti simply like being with me. We don’t have to be doing anything “together”; they both just like to be in the same room as me, knowing that I’m nearby, and that if they feel like jumping on me to harass me for some attention and/or treats, I’m right there, nice and convenient.

I’d always known that having a cat around was a genuine joy. I grew up with two of the most wonderful cats you ever could imagine, for starters, and I still miss them both dearly. I have doubtless told this story many times before, but our first cat Penny was very much my “nursemaid” when I was very little, and as I grew up I felt very close to her.

After Penny passed on peacefully one night, it wasn’t long before my family decided that we didn’t want to be without a cat, and so Kitty (we didn’t name her) joined us. She was a wonderful bundle of joy who loved nothing more than jumping into your lap and lying down, regardless of if you were trying to do anything. Sadly she left us, well before her time, after an accident in the road outside our house.

I still think of both Penny and Kitty, and love them both dearly.

And having pets of my own has brought me immeasurable amounts of joy. I consider myself incredibly fortunate to have been blessed with such wonderful pets consistently — though the fact that every pet I have had has turned out to be such a wonderful companion makes me wonder if the way you nurture them as their carer has as much impact on their overall personality as their general nature. If so, that hopefully says something positive about me.

The only thing I wish is that I’d explored the possibility of having my own pets sooner in my adult life than I did; right from when Andie and I first adopted a pair of rats because we thought it might be fun up until the fussy little mogs who are currently adorning various surfaces in my living room, pet ownership has been a wonderful thing.

There are challenges, of course, and it is sad when you have to say goodbye to a beloved pet. But the possibility of those sad times in the future should never take away from the amount of joy pets can bring you. And, as with Penny and Kitty, the pets we have lost over the years are still with me in their own way, too. Willow, Lara, Lucy, Socks, Clover, Ruby, Meg… I will never forget any of them.

Pets are wonderful companions, excellent listeners and never judge you. And now, I cannot imagine ever being without them.


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Player Character WLTM companion w/personality, GSOH

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“Soldiers!” she cries, as we hear the indecipherable radio chatter behind the door to the cellar we are hiding in, then that terrible bleeping that means they’re going to blow the door and come flooding in like they have done so many times before. I push the clip into my machine gun firmly and she does the same. My trigger finger itches.

The door explodes inwards, and a soldier strides in purposefully, his gun ready to fire. Fortunately, we are ready for him, hiding behind a crate. We leap up and unload a hail of bullets into his head and he slumps to the floor, blood splattering the wall behind him.

“Come on,” she says, heading for the door. I follow. Outside there is more radio chatter and more gunfire. There’s lots of them. I worry that we might not make it out of this one alive, despite her remarkable resilience to being shot in the face and my relative fragility. And I’m the one in the Hazard Suit.

“Gordon, look out!” she cries as a grenade flies in through the door. Quick as a flash, I pull out the Zero-Point Energy Field Manipulator, grab the live grenade and fling it back out of the door. It explodes as it lands, sending soldiers flying every way. I look over to her for approval. “Nice shot,” she says with a smile. Then she turns back to the window to clean up the survivors. I do the same.

After the battle, we manage to deactivate the force field that was holding our car captive, allowing us to get on our way. We sprint back to the waiting vehicle, a battered old wreck that will hopefully get us where we want to be. I hop into the car, and she jumps in through the front and lands in her seat. I look over at her before I start the engine, and she smiles and winks at me, a small gesture that means a lot.

Right at that moment, I fell in love with Alyx Vance.

Companions in videogames are nothing new. The earliest RPGs saw the player tooling around town/fantasyland/space with a party of fellow adventurers in tow, but it’s not been until relatively recently that we’ve had a true feeling of “camaraderie” between a game’s protagonist and their companion(s). When it’s done right, though, it adds a huge amount to a game, and even makes the presence of a silent protagonist less jarring.

Take Alyx above, for example, in a scene from Half-Life 2 Episode 2. (Apologies if that constitutes a “spoiler”, by the way.) Her distinctly “human” responses to situations that she and Gordon find themselves in allow the player to engage on a personal level with what is going on without Gordon himself having to say anything. Half-Life is sometimes criticised for its lack of characterisation of Freeman, but it’s safe to say that as Half-Life 2 has developed through the original game and its two Episodes so far, Alyx has very much become a “protagonist by proxy”, coming out with the quips and one-liners that you might hear a typical character in a third-person action game come out with. The fact that she’s not the player character, though, allows her to be used as a sort of “reward mechanic”. Achieve something good and Alyx will praise you, which always feels nice, even if you know it’s scripted in many cases.

Squad-based shooters would be a fine genre to use this kind of approach in, since by their very nature you have constant companionship of at least one other character. So why are these characters so often generic and uninteresting, little more than “Yes sir, open and clear” when there is such scope for characterisation and storytelling?

The best use of a squad in a game to me is in Star Wars: Republic Commando. From the outset of this game, your character and his three squadmates are set up to be unique characters with their own attitudes – peculiar, given that they’re supposed to be clones, but you can suspend your disbelief for that one, I guess. Throughout the game, there is constant radio chatter between the squad members, a good mix of simple “Yes sirs” and commentary on their surroundings. Proof positive that it can be done.

Beyond Good and Evil is another great example. Throughout the game, protagonist Jade is constantly accompanied by at least one companion character, sometimes more than one. As she proceeds through the areas of the game and comes across obstacles, the banter between Jade and this companion again helps the player to feel more like they are part of a “living world” rather than a lifeless avatar simply solving puzzles and fighting monsters. Sometimes, though, this banter is not simply there to provide a hint on how to solve a puzzle – it’s just there as a means to develop the characters. Jade herself is perhaps underdeveloped throughout the course of the game, though the reactions of her companions more than make up for this.

This approach was taken to another level in Uncharted, where both protagonist Nathan Drake and his companions throughout his adventure are well-defined characters with personalities of their own – and, notably, great voice acting. Uncharted is often quoted as an example of what happens when you let your voice actors have more than one take at each line – you get very naturalistic conversations between them that sound like scenes from a decent film rather than a bad late-night porno.

Uncharted takes the approach of Nate and his companion offering “commentary” on what is happening, much as characters in a movie would do. As Nate and Sully run through the jungle at the outset of the game, for example, they are discussing what they think they might find and how they think things will proceed. This adds interest and also adds to the movie-like ambience – when was the last movie you saw that consisted of the protagonist just running and jumping without saying anything for ten, fifteen minutes at a time?

This even continues throughout battle scenes. Get into a shootout and your companion will contribute to the battle rather than being a useless meatshield who causes a “Game Over” if they happen to catch a bullet in the neck. As the battle goes on, Nate and his companion will shout things to one another, and you’ll hear their reactions to things happening. If a grenade lands near Nate or his companion, they’ll react, not only with a hasty “Oh, shit!” but also with some beautifully naturalistic animations – cowering away from the blast, rolling away, scrambling to escape.

This sort of thing is something that we will hopefully see a lot more of in games to come – and I don’t mean in the sense of your squad saying “Eat shit and die!” every time you shoot a bug in the head, I mean in the sense of feeling like you’re “there” with someone else, someone who you’d fight for, someone who you’d die for, someone for whom you wish there was a “hug” button on the keyboard.

Perhaps we’re not up to the level of a fully artificially-intelligent companion character who can accurately respond to absolutely anything we’d care to do, but we’re certainly getting there. Characters are getting more “human” (or perhaps it would be better to say “more natural”) in their responses, and this, in turn, helps to create a greater and greater feeling of immersion in the game’s world.