Or maybe I'm projecting, maybe it was always going to be a story about the personal struggles of Henry and Delilah, and everything else comes later.Ī bit of early banter between Henry and Delilah.īrenna: The ending is going to be really divisive, and I think a lot of people will be blindsided by it. It makes it more disappointing because of how good the rest of the game is, and it feels as though there was a grand idea in place that time or resources couldn't sustain. And judging by the notes I gathered and everything else you could find in the last hour, there's no other possible conclusion. Technically, the mystery was solved, and all threads reached their conclusion. Without spoiling anything, I don't think the story was concluded - not in a satisfying way. The conclusion to the mystery ended up being really disappointing. We're avoiding spoilers, but I bet you can guess which part. There's also one bit that is really - well. The game actively engages this idea in the beginning, with Delilah telling Henry not to be freaked out by being in the forest. From experience, getting scared out in the wilderness even on a sunny day is way, way more disturbing than you might expect, and that's really well captured. I kept turning the camera around, trying to look in every direction at once, convinced someone was just behind a tree. There aren't many scenes that take place at night, and the environment is just, you know, trees and rocks, and yet there were times when I felt oppressed, hemmed in, and claustrophobic. I am not a fan of horror games, but in that moment, Firewatch got me clenching my controller and left me uneasy for a bit.īrenna: Your mileage will vary if you're not a super emotional person, as I am, but I actually got quite scared by about two thirds through. I knew there was no weapon I could rely on like other games, I wasn't safe. That first encounter genuinely scared me. Maybe because the game has been teaching you throughout that you're vulnerable and never on top of things. I dunno what it was, but I wanted to GTFO so I could think. I ran looking for the exit instead of exploring like I'd been doing all along. It never loses steam, and it makes clear distinctions between moments of urgency and those that require a more relaxed approach. Like you said, there's no padding in there. I had to actually memorise the landmarks, learn how to read the map, and use the compass effectively. I was shocked for the better part of an hour that there's no arrow pointing somewhere or a distance indicator. There are canyons, mountains and a river, you only have your compass and a map. The first few hours set a certain tone in place and the first few "quests" help get you acquainted with the map and the game world by removing almost all visual aid. It leaves all reflection to you, and doesn't force it through elongated scenes or exposition. Sherif: Particularly great how the cuts are sharp, getting straight to the point. I can't remember the last time I played a game that didn't have any padding - a bunch of extra story and gameplay added to make the $60 crowd feel it was worthwhile (see BioShock Infinite, which I really enjoyed, but which didn't need about one-third of its events). There's just nothing extraneous in there. "Firewatch gives a certain splendour to even the most mundane of tasks. You realise later that every single moment, bar little throwaway jokes, is meaningful or additive it contributes to the overall story, the relationship between Henry and Delilah (which can't be separated from the story, regardless of which direction it goes in) and the evolving atmosphere. It's too short - or rather, it's so well edited. It's going to be crazy difficult to talk about without spoilers. Sherif: I've been writing some notes but they all end with me having to spoil things, which I would rather I didn't.īrenna: I sat up all night with it. Here's their correspondence, censored for spoilers of story elements beyond the first few minutes. There're some environmental puzzles and in-world story telling, but the real takeaway is the experience as a whole.īrenna and Sherif both played Firewatch and couldn't agree on who should write the review - or what they could possibly say without spoiling a very special game. Your main character (Henry) talks with the game's other character (Delilah) almost all the time. The only battle now is how not to ruin it for everyone else.įirewatch is a game about exploring a beautiful canyon, getting to know interesting characters, and chasing an escalating mystery. Firewatch was supposed to polarise Team VG247, but the verdict came back unanimous on this indie gem.
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