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Firewatch

Developer: Campo Santo Publishers: PanicCampo Santo
09 February 2016
Firewatch - cover art
Glitchwave rating
3.51 / 5.0
0.5
5.0
 
 
1,343 Ratings / 15 Reviews
#1,142 All-time
#51 for 2016
Set in the late 80s at the Shoshone National Forest, shortly after the Yellowstone Fires, the story features a fire lookout named Henry and his attempt to investigate mysterious occurrences in the forest by communicating with his supervisor Delilah through a walkie-talkie.
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Attempting to escape his messy life, a middle-aged man named Henry takes up a job as a fire lookout in the Wyoming wilderness. His supervisor, Delilah, is his only contact with the outside world. But when something draws him out of his lookout tower, he will have to investigate mysterious events.
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Title
Apologies for sailing straight into Hot Take territory immediately, but Firewatch begins with a brief text-only, quasi-choose your own adventure segment that sets up the life and history of Henry, the game's protagonist. It takes you through meeting your wife in a bar, getting a dog, agreeing to have kids, having arguments over her late nights and over her taking a job in another state, before she succumbs to early onset dementia at the age of 41 and you're forced into deciding whether or not to put her into a 24-hour care home. The subsequent fallout, both of your wife's family hating you and your wife gradually forgetting who you even are, leads Henry to take a job as a fire ranger in Shoshone National Park, which is where the game proper takes place. Honestly, I think that introduction is the best part of the entire game.

The problem, really, is that it feels like it's setting up a game that's more involving, moving, and interesting than it actually is. These are bold themes being slapped on the table right from the off, and aside from the abstract idea that the sheer emptiness of the Shoshone wilderness is reflecting Henry's desolation and loneliness (which is something you could say about every game I've played in this genre), it never really touches on any of them. Henry spends the game talking via radio to an unseen woman named Delilah, and the conversations they have about Henry's wife are weirdly disconnected to the entire experience; instead, the game, which decades of absorbing traditional storytelling have taught us all is obviously going to lead to some great revelation about Henry, his wife, or Delilah.....doesn't. They all end up being basically incidental to the plot.

I suppose it's brave for the story to cut away from all expectations and go for a mystery that's totally unconnected to Henry, but it can't help but all feel like a bit of an anti-climax, especially at its conclusion - the people who are central to the story aren't even really mentioned all that much before all the pieces fall into place, and my first thought on reaching the ending was 'is that it?'. I mean, I typically like endings that leave more questions than answers, but for that to work on me, I have to actually care about the characters involved first. I found myself caring about Henry and his wife, and Delilah to an extent, but there just isn't enough of the characters that the plot ends up centreing on for me to be invested in what happens to them. This is probably the most illuminating thing about the comparison between Firewatch and Everybody's Gone to the Rapture, the game I'm most compelled to compare it to; Everybody's Gone to the Rapture also sets up a couple as the main attraction and then diverts attention from them onto others, but does it much more artfully and at much greater length, and is all the better for it.

I don't want to be exclusively negative though - there's a lot to like here. There's some pretty nice moments in the story that build up the tension and mystery nicely; the very first thing you do is investigate some fireworks going off in the distance, only to discover that two girls skinny-dipping that promptly call you a pervert and then just as promptly disappear, leaving you the last person to see them alive and potentially a murder suspect. The dialogue between Henry and Delilah has a very high standard of both writing and voice acting throughout - this isn't particularly surprising, since it does all the heavy lifting in terms of world-building and plot explication, but it's undeniably a major positive nonetheless. There's also the Shoshone itself, which is very pretty in places - and although it feels like a bit of a chore to move around it at first, with so many paths blocked by trees and mountains (fair enough) and the kind of ledges that an able-bodied person should really be able to climb without too much trouble (not so fair enough), by the middle of the game I was finding myself really enjoying the truly navigational approach to it, constantly referring to the compass and map to mark out trails and detours I could take.

I enjoyed the time I spent on Firewatch, ultimately. I just don't think I'll remember much of it in a year's time, and given how much that intro sequence sucked me in, that rankles a little bit.
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Iai 2016-12-23T14:07:00Z
2016-12-23T14:07:00Z
3
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firewatch is a story about grief. about loss, about how to deal with your own emotions.

the game sets that VERY well and precedes to continue doing that pretty competentely until it's abrupt end.

i am one of the people that think that although the end being abrupt isn't necessarily bad and is it's intended finale, i think the build-up for was pretty underwhelming

the game doesn't do much to invest us in henry's mental state outside of the introduction, so all we're left with is his interactions with delilah, which are great, don't get me wrong, but are far from necessary to make a good finale.

i think the villain's stuff in this game offers a fresh breath of air, but i honestly think they're out of place. it doesn't necessarily do the game any harm or any good, it's just there. probably could been used to develop more henry, but could argue that it also makes the game less boring and stale

anyways, definitely a game that's worth trying, but not anything very memorable
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amauralho 2024-02-15T22:05:47Z
2024-02-15T22:05:47Z
3.0
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Perfect story, not so perfect gameplay
I would give this game a perfect 100 if it weren't for the fact that it's just a walking simulator entirely carried by its story.

The gameplay:
Walking simulator is the perfect description for this game. You walk around, you pick up items, you walk around some more, and so on. It's rather mundane. That being said, as boring as it sounds you don't really notice it. The story hides the lack of gameplay.

The story:
This is the definition of a story driven game. Within the small map that Firewatch uses, a masterpiece of a story is built and delivered. Delivered perfectly might I add. I won't go into too much detail as I believe everyone should have a change to experience it without spoilers, but I will say that when the game ended I was on the verge of tears.
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ItzLagom 2024-01-20T18:44:35Z
2024-01-20T18:44:35Z
4.5
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This game really frustrated me. On the second day, I tried to get from point A to point B for a mission, but I couldn't get there for the life of me. Every time I got close to the destination, I was blocked off, because the path that led close to it didn't actually lead there completely; and since the hiking paths in this game are EXTREMELY limited and terribly interconnected, Is pent a solid 30-45 minutes trying to walk like a mile. Sure, maybe I'm just stupid, but I wish the layout was more obvious or intuitive, as I'm sure there was an "optimal" path I could've taken. Anyways, as if that wasn't frustrating enough, once I actually got to my destination where I had to report a note, I was stuck. I was supposed to be able to radio ahead to inform Delilah about the note I found, but I couldn't. A reboot doesn't fix the issue, waiting doesn't fix the issue, playing from the last checkpoint doesn't fix the issue, leaving the area doesn't fix the issue; and according to several game forums, my save is now unplayable due to this bug - and I really can't be bothered to restart this game completely. It's a shame, really, because I really, really enjoyed the dynamic between Henry and Delilah, their silly little jokes and attitude towards their jobs etc., but getting stuck in two back to back frustrating situations (getting lost in the very, very unintuitive layout) and the unfortunate save-ending bug I encountered is really a bummer. I really wanted to enjoy this game, and I surely did at first, but it doesn't really seem to be the player's best friend.
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ginoo75 2024-01-11T19:05:30Z
2024-01-11T19:05:30Z
2.0
1
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Hiking Game Where You Can't Hike
Firewatch is primarily about the conversations it creates between Henry, the protagonist, and Delilah, an unseen and mostly non-described woman who manages the forest service where Henry ends up working for a summer. Though these conversations are interesting and well-rendered, their resolutions are not worth the build-up, and the environment of the Shoshone you hike through is so thoroughly and pointlessly restricted that it feels on-rails. Whatever nature there is in Firewatch feels locked behind a gate that the game never opens.

The story opens with heavy notes, as you make small choices in a short text narrative about Henry's marriage to a woman that then suffers from early-onset Alzheimer's. Their relationship is torn apart by it, which prompts Henry to get away from the stress and the fear by volunteering to monitor the Shoshone National Forest from a firewatch tower for the summer. This pain sets up the conversations between Henry and Delilah, which go between light-hearted jabs and ruminations on the justification in running from your problems.

I spent the whole narrative hoping Henry and Delilah wouldn't get together, as that felt like such a cheap and unrealistic conclusion. Luckily, it doesn't seem like they have to, though most of the details of their relationship are skipped in massive time-jumps that feel like cop-outs. "Unrealistic" is still a critique I have for Firewatch's narrative. I don't want or need a game's story to be perfectly likely and normal, but I found myself constantly wondering how either Henry or Delilah ended up with the jobs they have. They're individuals who have been entrusted with the safety of one of America's most important natural landmarks, and yet, they never seem to take their roles very seriously. Delilah gets drunk on the job on several occasions, and she's supposed to be the boss of several of the nearby lookouts.

I understand that incompetent people can get powerful positions for no good reason, but the game never even tries to grapple with the ramifications of Henry and Delilah being in the positions they find themselves. Henry's anxieties with his marriage are never really resolved or even advanced in any way that felt meaningful, and Delilah leaves her forest service job with no clear indication of what's next for her. The end rings less like an analysis of the confusion and uncertainty inherent to life and more like a narrative that just stops whenever it runs out of content.

The "hiking" remains my main critique. The entire hiking experience is composed of either walking or pushing one button to climb a rope, climb a ledge, or cross a gap. It feels like a cutscene that you have to operate yourself. The Shoshone of Firewatch is a bunch of pre-set paths that have lines drawn on them sometimes on your map. It's not a living place, and it's not a place you can explore in any way that involves gameplay. Though the forest is detailed in a unique artstyle, the beauty is not distracting enough to stave off the boredom baked into the design.

It's a playable movie with a lot of walking and a whole lot of ultimately meaningless dialogue options. The good in this game is all in Henry and Delilah, whose conversations, though weak in the overall narrative, are well-performed and help them both remain charming characters even as the game fumbles their stories and doesn't come to grips with their faults.
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QueenNesquik 2023-07-17T08:15:48Z
2023-07-17T08:15:48Z
2.5
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not revolutionary, not game breaking. Its just a beautiful little game with good music and well written charachters, and it just hits a spot for me
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AwesomeItself 2023-06-21T03:19:34Z
2023-06-21T03:19:34Z
4.0
3
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Catalog

Loksir Firewatch 2024-04-18T08:57:43Z
2024-04-18T08:57:43Z
3.5
1
In collection Want to buy Used to own  
Cioccolatta Firewatch 2024-04-17T16:44:57Z
2024-04-17T16:44:57Z
2.5
In collection Want to buy Used to own  
Garjo Firewatch 2024-04-14T18:07:18Z
2024-04-14T18:07:18Z
8.75 /10
1
In collection Want to buy Used to own  
Digital (Steam)
enthraa Firewatch 2024-04-08T22:51:18Z
2024-04-08T22:51:18Z
4.0
In collection Want to buy Used to own  
StretchOutAndWait Firewatch 2024-04-08T19:29:38Z
2024-04-08T19:29:38Z
In collection Want to buy Used to own  
guadalupedeath Firewatch 2024-04-07T10:30:55Z
2024-04-07T10:30:55Z
2.5
In collection Want to buy Used to own  
ssguiss Firewatch 2024-04-05T15:24:39Z
Windows / Mac / Linux/Unix
2024-04-05T15:24:39Z
3.0
In collection Want to buy Used to own  
Champigny_Guy Firewatch 2024-04-04T11:58:27Z
2024-04-04T11:58:27Z
3.5
In collection Want to buy Used to own  
wabbid_twouble Firewatch 2024-04-01T15:04:05Z
2024-04-01T15:04:05Z
3.5
In collection Want to buy Used to own  
shady_snail Firewatch 2024-03-31T21:59:01Z
2024-03-31T21:59:01Z
3.5
In collection Want to buy Used to own  
stillnotasaint Firewatch 2024-03-30T14:09:21Z
2024-03-30T14:09:21Z
In collection Want to buy Used to own  
jesseleefoster Firewatch 2024-03-28T21:32:40Z
2024-03-28T21:32:40Z
4.0
In collection Want to buy Used to own  
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Single-player
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  • Previous comments (18) Loading...
  • DomMazzetti 2023-03-17 03:14:56.517982+00
    I cried, shidded, farded, and clapped when the game was over. This is a lot deeper than Call of Duty.
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  • skylukewalker99 2023-07-02 09:40:53.313796+00
    hide Flagged by users
    You are an idiot if you don’t get that the anti-climax is the point
    This post was flagged by users for potentially violating community rules. It will be reviewed by a community moderator soon.
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  • jake84 2023-08-20 09:06:08.897311+00
    I don't agree with that choice of words, but I agree that a lot of people seem to miss that's the entire point; that it's emulating Henry's emotions.
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  • Pumas 2023-08-29 05:13:31.045539+00
    I think the problem is that the ending is supposed to feel like a sort of rug pull, but the game is so damn short it never actually earns that moment. So instead it just feels lame.
    reply
    • Lamneth 2023-11-30 13:57:28.519465+00
      yea agreed there
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  • TheSaltman 2023-12-01 09:39:34.878584+00
    Of course I understood that the abrupt ending was the point, but it doesn't work, at all. As Pumas said the impact isn't earned at all because the game is super short and gives you very little time to get emotionally invested in what is going on, especially when you account for the small world and overall small impact of everything, even the hikes. They should've probably focused more on the creation of a compelling experience rather than a simple story that ends in three hours.
    reply
    • mickilennial 2024-01-04 12:40:57.884351+00
      Yeah, I think this would be one of my all time favorite games it was paced a bit slower (and as a result more dialogue and emotional beats in the world) and a more satisfying ending.
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  • TheSaltman 2023-12-01 09:41:14.782568+00
    For a a story with similar themes that actually works, I highly recommend you watch Ghibli's Only Yesterday instead
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  • Feargan 2024-01-14 21:28:52.340126+00
    Königsforst but it's a game
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  • Diugo 2024-04-05 17:06:55.856308+00
    Ending feels like the devs werent skilled enough to make actual npcs. So they had to come up with a lame excuse to not finish its premises.
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1980s-1996
23 mar 2015
8 apr - 12 may 2015
1998-05
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