
Game intel
Teammates
As a mage, you'll fight alongside two "Scrapwood teammates." Unleash different spells by pressing key inputs. Diverse enemies, rich spell combinations and entr…
Ubisoft’s new R&D prototype, Teammates, caught my attention for a simple reason: I’ve spent too many hours babysitting useless AI partners. Teammates promises a different reality – a first-person shooter you can actually talk to, with a voice-controlled companion called Jaspar that adapts on the fly. That’s not just a tech flex; if it works, it could finally make NPC squads feel like teammates instead of timers with guns.
Teammates is a playable FPS-flavored prototype built by Ubisoft’s Neo NPC team – the same folks behind earlier conversational AI experiments. The hook is Jaspar, a companion you command with your voice. Say, “Jaspar, scout that warehouse and mark hostiles,” and the AI should parse your intent, execute a plan, and give you useful feedback. Not a radial wheel, not four canned lines – actual natural-language control with context awareness.
Ubisoft says it’s using curated narrative data and an API wrapped with guardrails to reduce classic generative AI problems: hallucinations, lore-breaking responses, and “sure, I’ll walk through that wall” nonsense. In theory, when the model gets fuzzy, it should fall back to safe behavior or a grounded response rather than inventing facts. A small group has already tested it, and the team’s message is clear: this isn’t a sales pitch for a new game; it’s groundwork for Ubisoft’s broader “Creative Houses” strategy, where tech prototypes inform multiple franchises instead of living and dying in one project.
We’re in the AI demo boom: slick NPC conversations, emotional states, and “living worlds” that feel alive until you ask a second question. Ubisoft’s twist is practical: turn talk into tactics in a genre where speed and clarity matter. It’s not the first time the company chased voice control — EndWar’s spoken commands were ahead of their time — but LLMs make this feel less like memorizing keywords and more like commanding an actual partner.

And there’s history here. Ubisoft’s “Ghostwriter” tool already tackles NPC barks; Neo NPC explored conversation. Teammates stitches those ideas into gameplay. If Ubisoft can make a voice-driven buddy work in a mission — navigating cover, flanking, breaching on a countdown, adapting when plans go sideways — that’s a genuine step beyond “press up to tell follower to wait.”
Here’s where I’m excited — and cautious. In a best-case scenario, Jaspar becomes the squadmate you wish every shooter had: reliable, quick to understand intent, and capable of nuanced support. Picture whispering, “Hold fire, slip behind the truck, and ping anyone exiting the west door,” and it just happens. That could make solo play feel like co-op without the flaky matchmaking.

Now the worries. Voice recognition is fickle: accents, background noise, or streaming setups can turn “cover me” into chaos. Guardrails matter, but overzealous filters can torpedo immersion just as much as a hallucination can. Latency is a big one — if the brains live in the cloud, does Jaspar feel half a second behind when the fight kicks off? And always-online for single-player is a non-starter for a lot of us, especially if servers get sunset. Ubisoft needs a graceful offline degradation path or local inference option, even if it’s a slimmed-down model.
There’s also the design question: will studio missions be built to leverage an adaptive companion, or will the AI be impressive conversation wrapped around the same old keycard doors? The moment a “smart” buddy breaks stealth, ignores your ceasefire, or repeats a canned line mid-firefight, trust evaporates — and you go back to the wheel of commands we’ve used since SOCOM.

Ubisoft’s “Creative Houses” framing suggests this isn’t about launching a “Teammates” game — it’s about seeding tech across franchises. I can see pieces of this working in open-world stealth (clear a compound with a silent partner), tactical shooters (synchronized breaches), or RPGs (companions that adapt to your build and playstyle). If even 60% of the prototype survives contact with a real production pipeline, squad AI across Ubisoft’s catalog could get a serious upgrade.
Teammates is the most practical pitch I’ve seen for generative AI in games: a voice-driven buddy, Jaspar, that actually helps you play. The promise is huge, but reliability, latency, and always-online concerns will decide whether this becomes a revolution or another flashy demo. I’m cautiously optimistic — just make sure the AI is a teammate first, a talker second.
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