Firewatch Review – Mystery in the Woods

Firewatch

You’re alone in the woods of Wyoming, and away from everybody and everything that could remind you of your life. You hear the sound of trees rustling in the wind, ducks quacking by the lake, and fireworks going off in the distance. Welcome to Firewatch. A game where the initial act of stopping some kids from potentially burning down a forest turns into a mystery novel wrapped in tension and conspiracy. Most of which is told convincingly by Henry, the protagonist of the story, and Delilah, Henry’s trusty aid from another lookout tower who only manifests through Henry’s radio. Firewatch is focused on that relationship with Delilah, but it is also about facing dangers that can unpredictably alter the way your life is going.

The story for Firewatch is the hook–those who complained about Gone Home being a “walking simulator” will likely not get anything out of this title–and it is also what drives the player to continue on a fairly linear path. Despite having a large open area to contend with, it more exists so as to establish that you can get lost in these woods that you’re patrolling. It is probably best to keep taking a look at your map and radioing in landmarks as you see them. I found myself lost a couple of times in the vast wilderness, but once I took a look at my map which conveniently notifies the player where they are, I was able to find my way back on the necessary path. So long as players keep checking into cache boxes they find along the way and taking note of routes on their map, they will have little trouble navigating.

(Firewatch, Campo Santo)

One of the most interesting aspects of Firewatch is that it opens with a series of text, complete with decisions for players to make. It essentially lays down the foundation between Henry and Julia (Henry’s wife), how exactly they met, and what happens leading up to Henry’s journey into the forest. It is linear, though, as is much of the game’s main plot. You might get a little bit of a difference in how players react to a situation, but it generally follows the same structure. The text introduction is just a good way of letting you know that this is the baggage your character is bringing into the main events of the game. Unfortunately, it also highlights what exactly is unsatisfying about Firewatch: A lack of need for a player.

Yes, decisions are made, but they are minute ones. They might seem grand at the beginning, but they ultimately mean little to the experience. There was perhaps one or two that felt like they truly had an impact. In retrospect, though, the linearity of the game is in its favor. There is stuff to discover in the woods of Firewatch, you just need to go exploring. But exploring is very rarely encouraged by the game’s story which is meant to move at a fairly brisk pace. I spent most of my time just following directions given and clearing the objectives thrown at me because I wanted to know what was going to happen next in the game’s mysterious narrative.

The mysteries which can be found in Firewatch are exactly what will sell most people on the game. The smartest decision the game makes is making your only friendly communication be with the only character who appears exclusively in voice. By having Delilah be your only solid person to rely on, and the only people you run into in the woods being random people that are quickly introduced as potential threats to the forest and yourself, the game leaves Henry as a constantly vulnerable character. It is smart because it never lets anything feel immediately threatening, but because Henry’s initial experiences are harrowing, the game invites you to fear most things outside of your watchtower.

(Firewatch, Campo Santo)

I also couldn’t make it the whole review without mentioning the artwork of Olly Moss, who helps make Firewatch the beautiful game that it is. It is definitely a game built in Unity, but its art sets it apart. Any moment could be captured as a screenshot, and an in-game camera lets players take pictures of moments without breaking the immersion. It’s a feature that isn’t mentioned at all in the main game until near the end, when you’re reminded that you have a camera and can definitely take photos if you want. You have a very limited amount that you can take though, so if that matters to you, be careful.

On top of the beautiful art, the score is moody and fitting for the experience that Firewatch is offering. Though a lot of the ambient sound design is soothing, the score never feels obtrusive, either. It’s generally always there, but only kicks in during high-tension moments. This helps add to that excitement that pulsates throughout the story and makes you long for the moments when the score is at its apex. The valleys between the peaks are still interesting, but nothing can beat that feeling of getting close to some answer to a question. Answers which are, for the most part, extremely effective and feel satisfactory enough without demanding the game end then and there.

(Firewatch, Campo Santo)

As much as everything comes together and makes for an enjoyable experience, there are definitely a few hitches in the game’s performance. These could easily be fixed at some point, but there is slight framerate drops on the PS4 version that occasionally became a bit annoying. They usually come close to each other, creating a sputtering experience for about twenty seconds. There was some minor pop-in as well, and objects that can be picked up can also get lodged into the geometry of the level. It never ends up being something that can’t be undone, but it breaks the immersion of an otherwise spellbinding game. There was also one moment when the game froze while loading a new day in the story, which was sad to see because it broke the pacing of a really good story.

The pacing is ultimately what makes Firewatch so damn compelling. Its story feels like its intended to be played in one sitting, and I did do that, minus the moment I had to restart the application. I also found the relationship between Delilah and Henry to be a very powerful motivation to continue on through Henry’s arc, and see where exactly the chips fall by the end of it. No matter how minor the interactions feel between Delilah and Henry, when they’re discussing alcohol, or why they’re doing the jobs they’re doing, it ends up being momentous to hear Delilah’s concern or Henry’s laugh. The two characters bounce exceptionally well off of each other and it helps drive everything forward; Even if that forward momentum comes at the cost of a more decision-based narrative.


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