Firewatch Review – Mystery in the Woods

Firewatch

<p>You&&num;8217&semi;re alone in the woods of Wyoming&comma; and away from everybody and everything that could remind you of your life&period; You hear the sound of trees rustling in the wind&comma; ducks quacking by the lake&comma; and fireworks going off in the distance&period; Welcome to <em>Firewatch<&sol;em>&period; 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&period; Most of which is told convincingly by Henry&comma; the protagonist of the story&comma; and Delilah&comma; Henry&&num;8217&semi;s trusty aid from another lookout tower who only manifests through Henry&&num;8217&semi;s radio&period; <em>Firewatch <&sol;em>is focused on that relationship with Delilah&comma; but it is also about facing dangers that can unpredictably alter the way your life is going&period;<&sol;p>&NewLine;<p>The story for <em>Firewatch <&sol;em>is the hook&&num;8211&semi;those who complained about <em>Gone Home <&sol;em>being a &&num;8220&semi;walking simulator&&num;8221&semi; will likely not get anything out of this title&&num;8211&semi;and it is also what drives the player to continue on a fairly linear path&period; Despite having a large open area to contend with&comma; it more exists so as to establish that you can get lost in these woods that you&&num;8217&semi;re patrolling&period; It is probably best to keep taking a look at your map and radioing in landmarks as you see them&period; I found myself lost a couple of times in the vast wilderness&comma; but once I took a look at my map which conveniently notifies the player where they are&comma; I was able to find my way back on the necessary path&period; So long as players keep checking into cache boxes they find along the way and taking note of routes on their map&comma; they will have little trouble navigating&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;99255" aria-describedby&equals;"caption-attachment-99255" style&equals;"width&colon; 3000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-99255" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;02&sol;04003942&sol;firewatch-e3-5&period;jpg" alt&equals;"Firewatch" width&equals;"3000" height&equals;"1688" &sol;><figcaption id&equals;"caption-attachment-99255" class&equals;"wp-caption-text">&lpar;Firewatch&comma; Campo Santo&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>One of the most interesting aspects of <em>Firewatch <&sol;em>is that it opens with a series of text&comma; complete with decisions for players to make&period; It essentially lays down the foundation between Henry and Julia &lpar;Henry&&num;8217&semi;s wife&rpar;&comma; how exactly they met&comma; and what happens leading up to Henry&&num;8217&semi;s journey into the forest&period; It is linear&comma; though&comma; as is much of the game&&num;8217&semi;s main plot&period; You might get a little bit of a difference in how players react to a situation&comma; but it generally follows the same structure&period; 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&period; Unfortunately&comma; it also highlights what exactly is unsatisfying about <em>Firewatch&colon;<&sol;em> A lack of need for a player&period;<&sol;p>&NewLine;<p>Yes&comma; decisions are made&comma; but they are minute ones&period; They might seem grand at the beginning&comma; but they ultimately mean little to the experience&period; There was perhaps one or two that felt like they truly had an impact&period; In retrospect&comma; though&comma; the linearity of the game is in its favor&period; There is stuff to discover in the woods of <em>Firewatch<&sol;em>&comma; you just need to go exploring&period; But exploring is very rarely encouraged by the game&&num;8217&semi;s story which is meant to move at a fairly brisk pace&period; 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&&num;8217&semi;s mysterious narrative&period;<&sol;p>&NewLine;<p>The mysteries which can be found in <em>Firewatch<&sol;em> are exactly what will sell most people on the game&period; The smartest decision the game makes is making your only friendly communication be with the only character who appears exclusively in voice&period; By having Delilah be your only solid person to rely on&comma; 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&comma; the game leaves Henry as a constantly vulnerable character&period; It is smart because it never lets anything feel immediately threatening&comma; but because Henry&&num;8217&semi;s initial experiences are harrowing&comma; the game invites you to fear most things outside of your watchtower&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;99258" aria-describedby&equals;"caption-attachment-99258" style&equals;"width&colon; 3000px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-99258" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;02&sol;04003923&sol;firewatch-2&period;jpg" alt&equals;"Firewatch" width&equals;"3000" height&equals;"1688" &sol;><figcaption id&equals;"caption-attachment-99258" class&equals;"wp-caption-text">&lpar;Firewatch&comma; Campo Santo&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>I also couldn&&num;8217&semi;t make it the whole review without mentioning the artwork of Olly Moss&comma; who helps make <em>Firewatch <&sol;em>the beautiful game that it is&period; It is definitely a game built in Unity&comma; but its art sets it apart&period; Any moment could be captured as a screenshot&comma; and an in-game camera lets players take pictures of moments without breaking the immersion&period; It&&num;8217&semi;s a feature that isn&&num;8217&semi;t mentioned at all in the main game until near the end&comma; when you&&num;8217&semi;re reminded that you have a camera and can definitely take photos if you want&period; You have a very limited amount that you can take though&comma; so if that matters to you&comma; be careful&period;<&sol;p>&NewLine;<p>On top of the beautiful art&comma; the score is moody and fitting for the experience that <em>Firewatch <&sol;em>is offering&period; Though a lot of the ambient sound design is soothing&comma; the score never feels obtrusive&comma; either&period; It&&num;8217&semi;s generally always there&comma; but only kicks in during high-tension moments&period; 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&period; The valleys between the peaks are still interesting&comma; but nothing can beat that feeling of getting close to some answer to a question&period; Answers which are&comma; for the most part&comma; extremely effective and feel satisfactory enough without demanding the game end then and there&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;99259" aria-describedby&equals;"caption-attachment-99259" style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-99259 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;02&sol;04003903&sol;firewatch&lowbar;150305&lowbar;06&period;png" alt&equals;"Firewatch" width&equals;"1920" height&equals;"1080" &sol;><figcaption id&equals;"caption-attachment-99259" class&equals;"wp-caption-text">&lpar;Firewatch&comma; Campo Santo&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>As much as everything comes together and makes for an enjoyable experience&comma; there are definitely a few hitches in the game&&num;8217&semi;s performance&period; These could easily be fixed at some point&comma; but there is slight framerate drops on the PS4 version that occasionally became a bit annoying&period; They usually come close to each other&comma; creating a sputtering experience for about twenty seconds&period; There was some minor pop-in as well&comma; and objects that can be picked up can also get lodged into the geometry of the level&period; It never ends up being something that can&&num;8217&semi;t be undone&comma; but it breaks the immersion of an otherwise spellbinding game&period; There was also one moment when the game froze while loading a new day in the story&comma; which was sad to see because it broke the pacing of a really good story&period;<&sol;p>&NewLine;<p>The pacing is ultimately what makes <em>Firewatch <&sol;em>so damn compelling&period; Its story feels like its intended to be played in one sitting&comma; and I did do that&comma; minus the moment I had to restart the application&period; I also found the relationship between Delilah and Henry to be a very powerful motivation to continue on through Henry&&num;8217&semi;s arc&comma; and see where exactly the chips fall by the end of it&period; No matter how minor the interactions feel between Delilah and Henry&comma; when they&&num;8217&semi;re discussing alcohol&comma; or why they&&num;8217&semi;re doing the jobs they&&num;8217&semi;re doing&comma; it ends up being momentous to hear Delilah&&num;8217&semi;s concern or Henry&&num;8217&semi;s laugh&period; The two characters bounce exceptionally well off of each other and it helps drive everything forward&semi; Even if that forward momentum comes at the cost of a more decision-based narrative&period;<&sol;p>&NewLine;<hr &sol;>&NewLine;<p style&equals;"text-align&colon; center&semi;"><em><strong>A PS4 code for Firewatch was provided by Campo Santo for the purpose of this review<&sol;strong><&sol;em><&sol;p>&NewLine;

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