![]() ![]() This sudden invasion of privacy was executed so well, and the subsequent few hours are handled just as well. ![]() Later on, after having some intimate conversations with her, you find out that someone's been listening in on your conversations this entire time. For most of the game, you're talking to Delilah, with some genuinely great dialogue (Delilah's VA was perfect for the role). Even if you do get lost, the map and compass are both diegetic elements within the game, and not just some UI element put in one of either bottom corner.įor some reason, I went into the game thinking it would end with a nuke going off (probably due to confusing it with another walking sim), so I half expected all the weirdness that happens later into the game. You actually end up getting used to the place, slowly relying less and less on the map, and just following your instinct and the landmarks in the area. While there were parts that were slightly vague, these only lasted a few minutes before I figured it out, or triggered something to let me know I was going the right way. This was a huge issue I had with Everybody's Gone To The Rapture, so dropping me in this national park gave me some trepidation, but thankfully, the game handles it mostly well. One of my biggest annoyances in walking simulators is when you're just set out in the world with a vague objective, where you end up getting lost, not having triggered any environment actions or dialogue in half an hour, not knowing what to do. You barely see any people, you're mostly going around interacting with your environment while talking to Delilah. ![]() Not long after you set foot into your watch tower, you're introduced to Delilah, your boss and pretty much the only character you'll be talking to for the next ~4 hours. Often with the intros to show and movies, I'll think to myself, "That could've been its own great short film", and this text sequence gave me the same feeling, in that it could've been it's own "walking sim".Īfter the text sequence is done, you, as Henry, take on a job in a national park (I think? I'm not American), as a fire lookout. As with a lot of games in the genre, one of Firewatch's main themes is loneliness, and its presence/absence affects the way you think and feel. This sequence sets the tone for the rest of the game. While the game doesn't reach Edith Finch heights, it gets pretty damn close! The game starts with a few minutes of story told through text, explaining your character's back story, with a few A/B choices sprinkled in. The game seems like one of the more beloved games of the genre, and I went in hoping it would be worth the hype. I was going to mark spoilers for the game, but it's a walking sim, there's not too much to talk about if not the story.Īs a big fan of "walking sims", I've been meaning to go through Firewatch for a while, but only jumped at the opportunity when it went on sale (for the first time in years) on the PS store. ![]()
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