Virtual Companion 2: Beyond NPCs, Towards Emotional Realism - Is this too much or the future of gaming?

As technology deepens its foothold in everyday life, the boundary between player and artificial presence becomes increasingly blurred. Virtual Companion 2 - a standalone title on the Quest 3 ($3.5 per month subscription) is a reflection of how far we’ve come in designing intelligent, emotionally resonant entities within digital environments. Our interactions become less scripted and more lifelike. But, is this going to progress video-games or hinder them? Imagine spending hours just chatting to the first character you meet in a game. The game becomes never-ending and you get side-tracked too much. Some balance is needed surely.

The Rise of the Virtual Ally

Once relegated to scripted sidekicks and passive NPCs, virtual companions are now morphing into active participants in gameplay. Modern gaming engines and AI frameworks offer:

  • Adaptive dialogue that responds to player emotion and decision-making
  • Procedural behavior tailored to narrative arcs and tactical gameplay
  • Embedded memory systems allowing companions to “learn” from past interactions

Games like Virtual Companion 2, which we are experimenting with, showcase the blending of virtual partners with immersion, turning allies into reactive entities that support and challenge players in equal measure.

Companions Beyond Gameplay

The influence of virtual companions isn’t limited to gaming. From productivity bots to therapeutic AI, we’re seeing:

  • Supportive agents for mental health interventions and guided meditation
  • Storycrafting tools for writers, blending creative collaboration with emergent dialogue
  • Simulated friendships that offer consistency and emotional texture in isolated settings

Virtual Companion 2 could easily be framed as an exploration of these spaces though, not just what companions do, but how they reshape our sense of relationship and agency in synthetic worlds. We do hope (cost aside) that in the future, the current standard in NPCs interactions gets replaced with more involving personalities that would actually aid gameplay. Imagine if you will for a moment:

Imagine a scenario where you’re faced with an NPC character who’s giving you directions, giving you a bit of information about themselves, of the law about the land. This is a standard thing in many video games/ RPGs, or whatever, but what happens when that character then starts asking you questions about what you’re doing within the parameters of the game. You strike-up this conversation. Now imagine then further into the game, you’ve got to now kill that character, or you’re given a choice to kill that character, are you going to just blindly do it anyway? Or because you’ve built up a more personal relationship, is going to make you think twice. And we think this concept is very interesting for NPCS. Games (not all of them) need to head in that direction. Give them a bit more flesh so to speak. They’re non playable characters, but that doesn’t mean they should be emotional vacant characters either or lack, importance within the game. Most games have plenty of these throwaway characters that could be so much more. And with this technology, you can improve that quite easily as long as you give them set parameters of what they can talk about.

Ethical Reflections and Systemic Implications

Of course, with every leap in immersion comes a string of questions:

  • Who decides the emotional boundaries of a digital companion?
  • How do systemic biases inform the companion’s responses and worldview?
  • Could dependency on virtual allies dilute meaningful human connections?

How does Virtual Companion 2 play into this?

We got to try the game Virtual Companion 2 on the quest 3 standalone and came away very impressed. This one comes out quite differently compared to the others we’ve played, in the sense that it’s the only one that allows you to have up to 5 or more characters at the same time. We have to talk about that because not only are there 5 or 6 characters with the framerate holding up quite well, but each character has their own personality and voice. What you can do is you can actually talk to them individually. This is really nice, now when you couple that with the huge maps and it almost feels like a vision of the future in standard games as previously mentioned. There’s one city map where you can just walk around with the AI avatar. It’s just amazing, you could dot these characters around and sort of discover them which would be quite nice - and you start getting into a more gamified version of other AI chat focused games. yeah.

Virtual Companion 2 lets you role play, you can create all sorts of situations and scenarios and you can even programme the characters to respond in such a way so that they suit the role play that you’re doing. That’s one way to play the game the other way to play the game is if you want to just get down and whatever, you can just do that straight away (let’s not forget that this game does have adult themes). We do have to point that out from the offset, but you can ignore it completely and Just play with the AI characters. The game’s been in development for about a year, and the developer is updating it frequently sometimes multiple times a week, but seems very committed.

Conclusion: A New Era for NPCs—with Caveats

Developers need to fundamentally rethink NPCs in video games and with games like Virtual Companion 2 offering some great NPC interactions, shows that the potential growth is enormous. Historically, voicing NPCs meant hiring individual actors to record scripted lines (a costly process, especially in expansive worlds like Skyrim). But with scalable AI chat, hundreds of characters can be brought to life with shared software, each feeling as present and layered as the main cast. That shift could change the dynamics of RPGs entirely.

In games like Grand Theft Auto, where collateral damage often goes unnoticed, humanized NPCs with emotional depth and consequence could alter player behavior. If these characters carried more weight, (narratively or morally), players might think twice before acting impulsively. Imagine trying to avoid running over people in a getaway chase scene. A few deaths here and there had no consequences, but what if there were some emotional repercussions, or some quests no longer available because you ran over the quest giver. That would be hilarious and frightening at the same time.

But here’s where caution is essential. Emotional realism is powerful, yet not universally applicable. Not every NPC needs depth or dynamic conversation. And those that do must be meticulously curated. A fantasy RPG breaks immersion instantly if a villager starts chatting about machine guns. Lore fidelity matters.

There’s also a risk of narrative drift: if every character has branching emotional nuance, players could lose track of the core game loop. You may be “playing the game,” but you’re not necessarily progressing through it. Not every title benefits from emotional convolution—sometimes, an NPC should simply be a narrative vessel.

These developments provoke difficult questions about gaming ethics, design intention, and emotional labor. And with scalable AI voice simulation, ethical nuance needn’t come at a budgetary or gameplay cost. That balance—between expansion and coherence—will shape the next evolution of digital storytelling.

Written by: Rob Cram

Rob Cram has hundreds of video game reviews, thousands of articles under his belt with years of experience in gaming and tech. He aims to remain fair and free from publisher/developer influence. With his extensive knowledge, feels his gaming opinions are valid and worth sharing. Agreement with his views are entirely optional. He might have a bias towards cyberpunk.