Discussions about annoying video game companions have resurfaced after people found out about Samus’ new sidekick in Metroid Prime 4 previews. Apparently, the new character doesn’t stop talking.
It may be effective to some, but veteran Metroid fans don’t want this kind of addition in a game that thrives on solitary exploration and adventure. For a franchise that birthed the metroidvania genre, it’s ironic to have someone tell you what to do next on a Metroid game.
Like Cuff from Forspoken or your Ghost in Destiny, these types of characters love to hold your hand. They usually give unwarranted solutions to something, especially when you’ve been stuck on a puzzle for far too long.
This piece isn’t really about annoying video game companions. In fact, it’s more about its exact opposite: actually useful AI companions.
I’m talking about BioShock: Infinite’s Elizabeth.

Elizabeth is not a damsel in distress, unlike Ashley Graham from Resident Evil 4 or Eileen from Silent Hill 4. We don’t have to constantly watch over her or pray that she doesn’t get stuck in a random spot on the map. Thankfully, Irrational Games has avoided common NPC issues, such as the dreaded escort and stealth missions with an AI companion.
Elizabeth is a fully independent gaming AI capable of more than just whining and talking. She’s completely invincible, and she’s mostly tucked away into a corner during hectic firefights against Comstock’s goons. When she’s out to help, you know you can count on her.
She’s essentially a partner in crime across your adventures in BioShock’s Columbia. Booker may have the guns and the Vigor, but Elizabeth has the literal power of time in her hands.
She can open up dimensional tears that can help you traverse or combat impossible odds. She can even take you to the premiere of Return of the Jedi, but at the cost of a nosebleed.

She is my favorite companion in all of gaming. She doesn’t get in your way. During the game’s quiet moments, she can be seen admiring the world around her, and you can even get in on the fun. She knows what she’s doing without being a liability to your journey (I mean, apart from the whole plot twist thing). It’s clear where Irrational Games’ priorities were when they made Elizabeth.
What makes her even better is that you don’t even need to invest in any skills for her. Some gaming companions needed upgrading for them to be effective. Like Garrus from Mass Effect or Atreus from the modern God of War games. They’re pretty much useless if you don’t build them up.
Elizabeth’s powers become stronger the longer you are in the story, and that’s the only progression you needed from her. All Booker has to do is keep moving forward, and that’s why she’s just so good.

Modern games have learned their lessons when it comes to in-game companions. Side-characters from The Last of Us or Uncharted titles are actually useful. They can shoot enemies from a distance or help you break away from an enemy grapple. Still, they can never match the complexity behind Elizabeth’s gameplay choices. I don’t see Sully handing me out a healing item in my Crushing difficulty run.
I miss BioShock, and I miss how Elizabeth changed my mind about companions in gaming. Maybe this is my cue to replay BioShock: Infinite again.
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