As a result, Firewatch obscures its linear narrative by this multi-choice dialogue system. Only in a few circumstances do players’ decisions have a notable impact on the plot, and even those rare instances are hard to place in an already brief game. The decision, however, impacts only the tone of the conversation between Henry and Delilah, and not the events of the game. The game also forces you to choose how to communicate with Delilah through dialogue, including the option of not responding the story progresses according to your choice. Apart from Delilah, there are only a few other individuals that Henry encounters throughout the game, making Firewatch an intimate experience in which we become acquainted with Delilah much more than one would expect with a typical video game character. Throughout the game, Henry communicates with his supervisor, Delilah (voiced by Cissy Jones), through a walkie-talkie. In a matter of an hour or two, I couldn’t help but lose myself in the immersive world of the Wyoming wilderness while carefully following the clues that led me to new findings, culminating in one of the most heart-wrenching but anti-climatic endings that I have experienced in a video game. As the days are counted in a chapter-like structure, new areas are unlocked for players to explore. With the day-night cycle feature drastically shifting the environment, Firewatch never fails to impress with its high level of attention to details and textures. The gameplay consists of players completing daily tasks of a fire lookout, along with unraveling mysterious events occurring in the area. It is here that the exemplar design of Firewatch becomes apparent: The warm color palette, consisting mostly of red, orange, yellow, and dark green, creates an environment that appears more like a painting come to life than a real-life simulation of the wilderness. However, no matter what combination of choices are made, the ultimate outcome remains unchanged, and the sequence progresses into Henry’s first day as a fire lookout. During this sequence, players are introduced to the decision-making mechanics of the game by making in-game choices. The story begins with a text-based sequence narrating the brief history of the main character, Henry (voiced by Rich Sommer): The year is 1989, and he has just accepted a position as fire lookout in the Wyoming woods. Last weekend, I picked up Firewatch, a first-person adventure video game released last month on PS4 and PC, and developed by a small studio in San Francisco called Campo Santo.įirewatch focuses on a story-driven adventure equipped with visual excellency and complementary gameplay. Yet every now and then, I dedicate a weekend to playing a short video game, hoping that the experience will prove worthier than bingeing on my favorite TV shows. If you continue clicking “Start Game,” you see the same ending over and over you have to restart the game to escape the secret level.Įven though a number of theories revolve around the secret level (Slender’s turned you into his proxy, Charlie is Slender, etc.), the secret level is probably an Easter egg rather than a story-based ending.With binge-watching on the rise, I often find it difficult to set aside time to read a novel or play video games. An unknown voice says: “I like you, I want to play a game.” Slender continuously kills you and returns you to the menu, where you reenter the house by clicking “Start Game.” You eventually end up trapped in a fire which Slender approaches, and his face mixes with the poster of Charlie. The world shifts as if stuck in an unchanging glitch, and you teleport every time you enter a room. In this level, you enter Charlie’s house as you do in the prologue-except the house and world are completely different. If you collect three missing child posters of Charlie Matheson Jr., you’ll be forced into the secret level of Slender: The Arrival.
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