Switches, pads, faders, knobs. It's aware of Seneca, the NPC in your world, exactly as much as it's aware of the HDMI feed from your game — and it narrates over the top of whichever you point it at.
One board, two kinds of input. An NPC the engine owns and a video feed it only glimpses are just two channels to the same narrator — the switches, faders and knobs shape the telling, not the game. Drag a fader, twist a knob, flip an ego, and hit Speak. A mockup of the control surface a cyberdeck would carry.