Sunday 21 January, 2018
Iíve just completed 2 more days. I canít get enough of Henry and Delilahís banter. Itís excellently written, in my opinion. And thank goodness too, as their dialogue is essentially the entire game. The spookiness/mystery aspect is definitely picking up as well. I remember the first time I played, I was worried that Iíd been bamboozled into purchasing a horror game. One scene in particular really sticks out to me. That moment when youíre walking back to your tower at night, and Delilah says ďOh well, at least youíre back in your tower,Ē but youíre not. And then she says ďI am looking at a man that is standing in your tower. And itís not you?Ē I get goosebumps just writing that. Thereís something so profoundly unsettling about having a place where you should feel safe and secure invaded like that. Firewatch EXCELS at creating this suffocating feeling of uneasiness throughout the vast majority of its story. Even though I wouldnít technically call it a horror game, I think it does a better job at creating the atmosphere of one than many that Iíve played (though Iím kind of a wuss, so thatís a very short list if Iím gonna be honest).
Firewatch is a very ambitious game, story-wise. It attempts to interweave several plotlines into one cohesive narrative, with the main exposition coming through a simple radio and some notes. By and large, I think it succeeds. It has its shortcomings, though. The developers tried to cram a ton of story into a very short game, and it shows. The plotlines donít always feel fully fleshed out. That being said, I still thoroughly enjoyed my time with it. It dragged me across the entire emotional spectrum in a way that a lot of triple A titles can only dream of replicating. Iím sure a large part of why Firewatch is so short is due to a small budget, so with its success I hope Campo Santoís next game will be more ďfeature-lengthĒ. Iím very excited to see what they can do without financial restrictions holding them back, and I very much look forward to playing it.
Great job digging into those tough decisions early in the game. Despite how you handle helping your sick wife, choices like those are still tough even in a video game. Knowing that your decisions will have no real world consequence, how does that affect your ability to make decisions in a game where narrative is so heavily influenced by what you choose to say? Does not having real world consequences make your decisions any more or less ethical and why?
Wednesday 24 January, 2018 by zhardy