![firewatch character model firewatch character model](https://petapixel.com/assets/uploads/2016/02/firewatchphotosfeat.jpg)
Late in replying to this but I have to say it's my favorite explanation for the hidden backpack. My mighty heart, I nearly had to call an ambulance. The shock would've been bigger, but not as touching or profound.Īnd at least now I know what the face of pure evil looks like. It touches me on a deeper emotional level than "WHABAM, HAHAHAHAA, DELILAH IS ACTUALLY NED'S EX WIFE AND THEY WORKED TOGETHER TO FRAME YOU FOR THE SON THEY KILLED!!!!!!". We expect crazy twists and turns and one hell of a revealing finale. While watching movies or playing games, we are so dead set on discovering the truth in grand fashion. But the more I think about it, the more it makes sense. I think I even muttered the words "That's it?". The conclusion had me scratching my head at first. The biggest one being: Why in the hell did Ned lead Henry to the backpack with the key if he is trying to cover the thing up and frame Henry? It makes no sense. Like most of you, the story leaves me with some questions. Their banter and conversations feel natural and genuine.
![firewatch character model firewatch character model](https://assets2.rockpapershotgun.com/fir6.jpg)
I want to go hiking!īoth Henry and Delilah's voice actors really steal the show. It makes me want to spend time in a forest by myself. Fun world to walk around in and amazing atmosphere. It manages to stay interesting, despite it's very simplistic gameplay mechanics. I had to sleep, unfortunately.Ĭharming little game. It would have made the experience somewhat better. Using the radio felt like a combination of Assassin's Creed and Grow Home, entirely too complicated and confusing. You have the minimalist map feature which they loved so much from Far Cry 2, but it's combined with an onscreen UI that's anything but, highlighting and describing dozens of meaningless objects, which could've been reserved for radio conversations instead of onscreen descriptions. ANd every single thing is press x to use, forever, you can't be trusted to remember. And then the upgrades like the axe end up being used for minor shortcuts which you don't need as you don't really cross the map much at all. You have the exploration that feels extremely gated(I would've rather it was even more linear). Honestly, I feel the entire games design is very confused. You walk into the station and have dozens of objects to look at but you're hurried to use the radio, but wait, you didn't respond in time, oh you wanted to look more? Day 2. My first moments with this game added up to overwhelming and frustrating. Of all the things I'm most disappointed in with Firewatch, the fact that we'll never get to play that game is the biggest. It got lost somewhere along its development. There is an amazing, touching, human story somewhere in this game's past. They needed to have way more confidence in their writing and the initial setup. They didn't need to resort to using so many tricks. I'm disappointed because it had such an amazing premise, an absolutely riveting setting and style and an immediately likable dynamic between H&D and then it promptly squandered all of it. I'm not disappointed that Firewatch didn't veer into sci-fi or horror territory. Between those and the time skips and uneven dialogue dispersion, there were just too many tricks obscuring the base ideals of the game. Red herrings can be used to good effect, but not when they're used back-to-back-to-back and not when they're used as a substitute for actual progression. None of these things are very interesting in and of themselves, they were worth paying attention to because they could've lead to interesting. The science equipment with the fence that couldn't have possibly been built without Delilah knowing about it. Instead of a nuanced, in-depth look at the nature of relationships - long-term and transient - isolation, dealing with life's major events or anything of the sort, we're given a succession of lame duck red herrings. Before you even get a chance to explore the emotional setup they provided with the (as it turns out) entirely inconsequential beginning, they ask you to begin having feelings vicariously, about two characters you never met. What they utterly failed at was continuing any of those fantastic ideals.