Firewatch

Spoiler alert! This article presumes you've finished Firewatch, and directly references events from the end of the game.

I love a lot of what Firewatch offers. Its environments, soundtrack, dialogue and animations are all superb. The game gets so much right that I can't help but be disappointed by its overarching plot—specifically the middle-act, when Henry suspects his conversations are being monitored and his paranoia starts to build. It's a sequence that does nothing to rein in our own expectations as players, resulting in a genre fake-out that I feel undercuts the final resolution.

In fiction, there's no guarantee what you're experiencing will follow our world's rules. To an extent, genre mitigates the uncertainty. If all you knew about a fantasy novel was its genre, you'd still be armed with some basic context. A conversation about religion might have particular significance, because gods can be a real and active participant in events. In a sci-fi film, the same conversation would mean something different. Or not, because, from that initial assumption, the creator gets to define their own rules—to confirm, withhold, subvert.

In games, these boundaries feel fuzzier, because our genre labels aren't defined by the story being told. 'Strategy,' tells you nothing of the world. 'FPS,' isn't an indicator of period or tone. 'Action,' says nothing about anything. That rarely matters in games, because plot is so rarely more important than design. A setting can be a big part of a game's appeal, but the systems that live within it are often more so.

For first-person adventure games—or walking simulators, if you must—plot, setting and narrative genre come to the fore. And walking simulators love to defy expectation.

Firewatch is drama in a thriller's clothing. As Henry and Delilah's paranoia builds, it tips the scale of realism. At its peak, the pair think they're part of some strange monitoring experiment—a Lost-esque zoo in which they're the primary attraction. Players are left unsure if this is the sort of thing that could happen in this world. Is it believable that an unknown research company would move to the wilderness to start monitoring conversations? It's certainly not outside the realm of possibility because, until the rules of the world are established—the extent to which it operates in parallel with our world—nothing is outside the realm of possibility.

The paranoia only works because the plot and tone mimic the style of a thriller, creating a tension that doesn't actually exist. Henry and Delilah's growing fear and panic resonate, because they are isolated, lonely and, above all, well written characters. But, viewed through the filter of the real world, it's clear they're being ridiculous. When it's finally revealed that, yes, it was ridiculous—that the reality was far more grounded and tragic—there's a sense that the player has been played. Aha! Thought this was a mystery, did you? It was heartfelt drama all along!

This could have been an effective and memorable trick. Just look at Gone Home, which, in my view, blurs its tone more deftly. It looks like a horror game, because horror is a genre that revels in taking nice, safe environments and subverting them. Of course an old, empty house feels scary—any old, empty house does. Within that setting, the personal dramas unfold—the potential for horror hovering at the edges. It's not a ghost story, but, absent of other characters, it feels haunted by past events. The transition to normality feels smoother and more deliberate.

In Firewatch, it feels more jarring. The paranoia feels like a strange tangent—some second act padding to stoke intrigue on the way to the finale. It's the setup for an ending that doesn't exist. I actually like Firewatch's ending, but I think it would work better attached to a more subdued game—one that allowed the drama to come through realism. The discovery of Brian's body should be the gut punch that sets up Delilah's decision to leave, and Henry's muted semi-resolution that life is sad, hard, complex and ultimately inescapable. For me, the moment fell flat. I was too busy readjusting my expectations. I didn't feel the tragedy in front of me, because the reveal took me out of the story. I should have been reacting to the plot, but I was reacting to the shift in genre. "Oh, it's not this, it's this."

From the reaction I've seen to Firewatch, some players equally felt that the return from thriller to drama was itself a disappointment. They wanted the thriller to continue—to itself pay off in a more satisfying way. It's tempting—in all forms of media—to see drama as more worthy, but I've never been convinced by that view. I understand the disappointment that there wasn't a crazy research experiment to uncover. That sounds like a fun, intriguing story in its own right.

The existing resolution doesn't work from either side of the genre divide, because the central motivation—Ned's desire to keep Henry away from Brian's body—doesn't lend itself to faking a creepy monitoring station. It doesn't feel like a believable reaction, on an rational or emotional level. Maybe four hours of interpersonal drama wouldn't have been interesting enough. Maybe four hours of schlocky thriller wouldn't have allowed for the same poignant character detail. Instead, though, we get a tonal dissonance that feels aggravating in both directions—and disappointing in the face of the many things Firewatch does well.

Firewatch
XCOM® 2
Firewatch

Firewatch is a very good game, and a gorgeous one, too. And as TechnoBuffalo recently discovered, it contains a very cool (and, until now, hidden) feature that enables you to order hard copies of the photos you take with your in-game disposable camera from a fake photo development company called Fotodome.

I've seen no mention of the photo finishing feature on the Steam page, but TechnoBuffalo posted an image of the snapshots it received—complete with Fotodome envelope—and Cabel Sasser, the co-founder of publisher Panic Inc., confirmed the option with Eurogamer. It costs $15 to have your pictures printed, but that price holds for anywhere in the world, so in the UK, for instance, it'll run about 10—but they'll also take a lot longer to arrive.

For now, the option is only included in the PC version of the game, but Sasser said the publisher is actively investigating the possibility of bringing it to the PS4 edition. 

I haven't played Firewatch yet, but I'm very much looking forward to it. And I'll definitely be taking advantage of this offer, too. Have a look at some of the screens from our review, and you'll see why.

Feb 8, 2016
Firewatch
NEED TO KNOW

What is it? A first-person adventure game about a fire watchman.Expect to pay 15/$20Developer Campo SantoPublisher PanicReviewed on GeForce GTX 970, Intel i7-950, 16GB RAMMultiplayer NoneLink www.firewatchgame.com

Shoshone National Forest in Wyoming is a picturesque 2.5 million acre expanse of forests, canyons, lakes, mountains, and rivers. Over 60% of this rugged, alluring landscape is covered in fir, pine, and spruce trees, which makes the area prone to wildfires. And as a newly hired fire watchman at Two Forks Lookout, it s your job to spot these fires, report them, and stop them spreading. It s a lonely job in a lonely place, but that s exactly what you wanted.

Henry, the protagonist of Firewatch, is running away. People who take jobs like this usually are. Some people flee to Antarctica—the subject of Werner Herzog documentary Encounters at the End of the World—while others, like our hero, prefer the vast, forested wildernesses of North America. I won t say what he s escaping from, because it s better if you find out yourself, but it s enough to make a man in his forties leave the world behind and hike for two days into the middle of nowhere.

After a long trek through the woods, you finally reach the tower. As you enter, a walkie-talkie crackles to life and a warm, dulcet voice urges you to pick it up. This is Delilah, a fellow lookout who introduces herself by brazenly, and slightly mischievously, asking what happened in your life that made you want to take a job all the way out here. Exhausted from the trip and caught off guard by her probing, you avoid the question and go to sleep. Tomorrow, your new life begins.

Delilah apologies the next day, and a friendship begins to bloom. The relationship is playful and a joy to eavesdrop on. As you wander the wilderness and investigate, among other things, plumes of smoke and a couple of rowdy teenagers setting off fireworks, you can point at something—a landmark, an lost backpack, a cave, whatever—and bring up the walkie-talkie to ask her about it. She knows the area well, revealing its history and pointing you in the right direction if you get lost.

These early moments, hiking through the serene forests and valleys of the Shoshone, talking to Delilah, listening to the wind blowing through the trees, are beautifully peaceful. A map and compass let you do some basic orienteering, and although your location is shown on the map, there s an option to disable it if you d rather do things the old-fashioned way. It s a gorgeous place to explore, with a rich, colourful art style and a vivid sense of place. And careful, measured pacing means you can amble at your leisure without worrying too much about objectives or time limits.

The world is mostly open from the start, meaning you can wander off the beaten path and ignore your objective if you want. Some areas are locked until you find certain equipment—like pitons to wedge into rocks and anchor ropes to—but for the most part you re free to wander. Environmental details bring your surroundings to life and give them a sense of history, from old lookout towers and rusting snowmobiles abandoned in winter, to the remains of a summer camp. Over time you get better at finding your way around, using landmarks to orient yourself without needing the map.

A stylish, minimal soundtrack by Gone Home composer Chris Remo uses sparse layers of electric guitar and bass to give weight to important moments, but most of the time all you can hear is the sound of nature around you: trickling streams, rustling leaves, the quiet howl of the wind, squawking birds. This limited use of scoring makes the times when the music does come in more special, because you know its arrival heralds something emotional, dramatic, or revelatory. And although you re almost always in conversation with Delilah, there are some sections of quiet where you can enjoy the game s excellent environmental audio design.

There are some problems to overcome in the wilds, like abseiling down shale slides with climbing ropes, locating supply caches, and finding ways around impassable areas, but it s not a taxing game at all. It s more about story, ambience, and exploration than any kind of challenge. Everything happens in the first-person, and I love the chunky, expressive animations of Henry s arms and stubby, hairy legs as he scrambles up rocky cliffs, picks things up and examines them, and reclines at his desk. You never see his face, but his limbs alone have more personality than some entire characters in other games.

The voice acting is fantastic too. Henry is played by Rich Sommer—Mad Men's Harry Crane, TV fans—and his performance is superbly understated and naturalistic. He has a wry, self-effacing sense of humour, and I enjoyed spending time with him. Cissy Jones, who plays Delilah, is great too, and the chemistry between the two characters is one of the highlights of the game. The way their relationship grows, and how they comfort each other at low points, is wonderfully written, even though they communicate entirely by walkie-talkie. And the dialogue is touching, but never feels cloying or forced. A joke is always waiting if things get too saccharine.

But this calm can t last forever, and it s not long before your daily routine is interrupted. A series of strange events, including a brief glimpse of a shadowy figure in the woods, sets a mystery in motion that shifts the tone of the game dramatically. What begins as a gentle David Attenborough documentary suddenly turns into an episode of Lost, and the pace gets more fraught as a result. Just as you ve settled into the easy rhythm of Henry s new life, you re faced with a series of unnerving experiences, and the change is quite jarring. The mood of the forest changes too, from a safe, solitary place to somewhere where you feel like you re being watched.

I might have been imagining it, but from this point on, as I walked through the trees, I was sure I could hear the crunch of twigs behind me. Like someone was following me. The mystery (that s as specific as I can get) is intriguing, and you become aware of how isolated Henry is, miles from any city, alone except for a voice on a walkie-talkie. It plays brilliantly to these feelings of loneliness, and Delilah becomes an emotional lifeline: for Henry and you. She s a reassuring voice in the darkness, but the game cleverly uses this against you too. I m being spectacularly vague here, but the game is so heavy on story that any more details would damage your experience.

But here lies my biggest issue with Firewatch. The resolution to this mystery just didn t work for me. A compelling setup gave way to a fairly rushed, unsatisfying conclusion, and I didn t feel like Henry had gone on any meaningful journey as a character. The events that happened in the Shoshone didn t seem to have much relevance to him personally, or even on a thematic level. Maybe I just didn t pick up on it, but I was left with a feeling that there was more left to explore. It seemed like there was no real, meaty connecting tissue between what happened in the forest, what brought him there, and the story's conclusion.

His relationship with Delilah was much more interesting to me. It s one of the most delightful, sincere, believable relationships between two people I ve encountered in a game. And the fact that this was achieved entirely through a walkie-talkie—without millions of dollars spent on performance capture technology—speaks volumes about how good writing, strong characterisation, and quality voice acting will always trump the most dizzyingly realistic-looking 3D models. I was sad when the game was over, mainly because I wanted to spend more time with both of them.

Firewatch is a beautiful, atmospheric game with a lot of heart, and even though the ending and a few other plot points didn t fully work for me, I immediately wanted to play it again. It tells a poignant, heartfelt story, but always knows precisely when to crack a joke. And its Wyoming wilderness is a stunning, evocative place to exist in. But most of all, it s the characters I fell in love with. I would have liked some more time to experience Henry s day job—you don t do much actual fire-watching all told—but it s a game I won t forget in a hurry. And if you're looking for your own escape, it s cheaper than a ticket to Wyoming.

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