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Firewatch


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Oh hey - a new game that doesn't have a thread for itself here yet?

Well don't mind if I do.

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Campo Santo's first game released is sometimes adequately called a "walking sim" through some of the most detail oriented wilderness ever to be depicted in a video game. The setting? The Shoshone mountain range in Wyoming during the summer of 1989. The characters? As delightful a possibility given the setting, the roster is significantly sparse, providing you with a feeling of being alone - even though you aren't.

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Why one should play 'Firewatch':

  • vast, beautiful environment
  • gripping narrative
  • player-driven dialogue and free-roaming exploration opportunities

and, in typical fashion, I'll answer the question by giving you a question.

Have you ever wanted to go camping, without the hassle of going camping? 'Firewatch' provides that very feeling in almost all of it's gameplay. It's focused on climbing rocks, rappelling down shale-slides, exploring canyons and caverns, and hiking (a healthy amount of hiking.)

The game is story-driven and the game-play burden is light. There's enough extras, dialogue options, and even facets of Henry's background out there for replay-value (and you WILL miss several things on your first run!) to encourage more than the five hours it would take to complete the game from start to finish.

If it's available on Steam, get it. It's a game you can play on PC -and- the PS4.

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This game was really, really great. The narrative had me pulled in from the get-go. What seems like such a... dull concept, turns out to be something really quite clever. Certainly one of the best walking simulators around.

I had only one gripe with the game, although I would consider it to be a spoiler.

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Edited by Caz
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Did you know

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Anyway, the game sort of connects to me in a personal way.

My whole work history is founded on the industries surrounding "recreation". I've worked for Christian summer camps, and I've come full circle to working for the local government in providing outdoor entertainment to those I could loosely call "clients". The word "camp" is ingrained into my very being - despite actually being out-of-shape and more acclimated to a shut-in, homey environment. In a way, despite holding a high respect and gratitude for things like the internet, electricity, cell phones, metropolitan ways of life, the news at my fingertips, and comfy places to sit.

There's an outdoorsman somewhere in me. I do see the outside as an escape. My love for games often reflects this as the open-world titles of the Legend of Zelda series along with Role-Playing games made the most impact on my life. I know I'm really sucked into the first-person when I imagine my daily life is a video game and that I'm the protagonist.

Even away from the summer camps and workplaces one of my hobbies is exploring. I turn on the first-person "hud" of life - things like hunger and need to use the restroom that you find in 'the Sims' franchise - how much money I have - even a box in the corner with my to-do list.

And 'Firewatch' does an amazing job of bringing flashbacks to that kind of living that is so innate to me without a game prompting it. Heck, even Henry looks a lot like I might in twenty years. While his story and mine are much different, the character wasn't too demanding to conform too, while also having his own unique rules. His clumsiness, his aggressive attitude (both in choice and without your prompting), and his ability to play both the "good guy" and the "partner-in-crime" effortlessly mirror how I view myself sometimes.

Thematically, it's as much about paranoia and loneliness - general issues for lots of people - but one that for me, who has lots of experiences similar to those in the game under his belt - really strikes a chord. This game almost was like a love letter to me - and Campo Santo deserves kudos for evoking such appreciation for not only simulating things I do often - but making that simulation worthwhile, and equally enjoyable.

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Okay spoilering this whole thing don't read if you've not played.

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It's a beautiful game, that's all I'll say. I seriously recommend playing it. It's the only game in it's style and presentation I've ever actually enjoyed, it's rather compelling. It's jsut so... Human. It just so genuine, so heartfelt. It's an experience I feel better for having been a part of.

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That's a pretty good interpretation there, Huk.

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Note: If you think back on what she says and does throughout the story and what is revealed of her past, Delilah is actually a manipulative, alcoholic asshole. She doesn't seem that way though because of the funny banter.

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Played this months ago. Game was great but the ending felt rushed/anti-climatic. The "secret ending" leaves far too much to the imagination (perhaps on purpose). But the plot was pretty damn interesting and the voice acting was absolutely top notch. Reminded me of SOMA, sort of psychological horror-but-not-horror.

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The problem with the ending is probably not with the ending itself, but with the hype and tension built up from the start.

The greater the expectation, the greater the disappointment if our expectations are not met.

That said, I was preeetty disappointed with how it ended, but after reading Hukkie's interpretation, I guess it isn't that bad tbh.

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