Firewatch is not quite a
game, per se. It's a game, yeah, but it's not a
game-game. There are no puzzles, there isn't really much challenge, and you can play the whole thing in a day or two. What it is is a testament to the concept of
interactive storytelling, much in a way that begs for the participant in the piece to take direct control of the subject. And the result is something beautiful, compelling, and, in the end, quite simple.
You're Henry, a man who has taken a job under the forest service to hang out in a watchtower in an area nearish (?) Yosemite called Two Forks. You're not here just because you like nature and isolation; you're here because something tragic is happening to your wife and you don't know how to deal with it.
Yeah. It's one of those. I cried during the prologue. The
90% text-only prologue.
Throughout the game your only friend and confidant is Delilah, another lookout, who you only know by her voice. Part of the story is getting to know her, and you getting to know yourself through her getting to know you. If that sentence makes any sense whatsoever. What transpires in your area of Two Forks is something I won't even put in spoilers, but I can say that it is compelling, frightening, sad, and fascinating what you discover. Not only in your immediate surroundings, but in Henry and Delilah's lives.
The gameplay is almost purely of the immersive/pseudo-realistic bent. I say 'pseudo' because you're not delving into the fine movements of, say, rappelling down a rock face. This isn't
QWOP: National Forest. This isn't even like that one moment in
Call of Duty: Modern Warfare 2 when you use one trigger to use one arm, and the other for your other arm, while climbing a rock. It's joystick movement and pressing A. Or X. Whatever. But an example of the realism is that you don't have a heads-up display. If you want to look at your map, you press the button to bring up your actual paper map in Henry's hand, and you have to move around the map like you're studying it with human eyes. Couple that with your compass, and
maybe you'll head in the right direction.
Which brings me to the main drawback of the game: the linear tendencies of the map itself. Part of what made
Red Dead Redemption and
The Elder Scrolls V: Skyrim so immersive was the fact that you could go anywhere while hunting for stuff. You could get lost. Irreparably lost, sometimes. With
Firewatch, the only way you get lost is if you take the
wrong path, as opposed to heading in the
wrong direction. For something dependent on organically figuring out where you need to go, I would have loved to have been able to cross vast meadows and climb over hills and stuff.
But I can see how that would have hurt the way the story unfolded. So I guess I'm on the fence about that.
I was also quite impressed with the voice-acting of Rich Somner (Henry) and Cissy Jones (Delilah). Their reads were very natural and very emotional. Everyone knows that voice-acting, even in the best games, can be spotty. Even when the voice-acting is pretty good, à la
Far Cry 3, you can still get tired of it. This is not one of those times. I also love that these characters play with each other in less-tense moments, like they're humans or something.
Weird, I know.
As mentioned, the story goes by quickly. I spread it out over three days, but if I didn't want to do my laundry or go be social or whatever, I could have hammered it out in one sitting. This, almost more than the gameplay style, lends itself to the
interactive storytelling bit. It's like living a very stylized film of which you are an invariably necessary part. Also, I think if the game had another hour or two to it, I might have tired of it. A perfect length.
So if you like a good story, a beautiful environment, old-fashioned navigation, and some serious feels, definitely give this a go. And keep the developers on your radar. I have a feeling that they're going to put out some good stuff in the future.