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You're given a map, a compass and some climbing gear, and from there you're on your own. It gives the entire narrative structure a depth that is extremely rare for the medium.īesides interacting with Delilah, you have to navigate this small, open world that your part of the forest represents. Every exchange has an impact, but this impact isn't necessarily obvious to the player. This is just interaction at its most vulnerable. Where as Telltale often utilises straightforward, big decisions with simple, graspable consequences, Firewatch is more Until Dawn than The Walking Dead, only it inhabits a more naturalistic field. You actually grow quite attached to your personal play through of Firewatch, because you constantly get the sensation that it's the little, indifferent conversations and strange observations that really strengthens the connection between the two.
FIREWATCH GAME PREVIEW SIMULATOR
Some of you might be worried that, as is the case with many an FPX, this a walking simulator where you don't really do anything, but fear not Firewatch has one important ace up its sleeve, and that comes in form of your character, Henry, and his relationship to a fellow firewatch Delilah. This means that in spite of some light platforming, and a little navigating here and there, Firewatch gives you a goal, a destination, and simply asks you to reach it.
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Firewatch is one of those FPXs, as the kids like to call them, which of course refers to First Person Experience. So, on that melancholic note let's get the technicalities and the analytical lingo out of the way, so you know what the score is. We hadn't felt like this since the ending of The Last of Us. We suspected, from the moment we first laid eyes on the game's initial reveal trailer, that Firewatch would be an emotional experience, and the opening proved that correct. The tragic backstory of the main protagonist, Henry, reduced us to traumatised question mark, and while we were emotionally battered and bruised, we were actually incredibly satisfied with our extreme first reaction. After just five minutes we had to close down Firewatch because it was just too mentally taxing.