Books, bleach, soap, cans of food, and more are available to pick up and look at though most objects don’t offer much to advance the story. Your home in Firewatch is a lookout tower with various objects in which to interact. However, some plot points never really get resolved, and I didn’t feel like the story came together in a satisfying way. Stories about other characters and happenings in the forest play into sections of the plot. Some options are needed to progress the story, but the majority of them are optional and can be skipped if you so choose. When exploring the forest you’ll come across points of interest that’ll open up more dialogue options. These objectives are related to the job as a lookout put a stop to teens setting off fireworks, gather supplies from a nearby cache, and so on. Delilah, who has many more years of experience in the field, will give you various objectives that you’ll need to complete. The way their relationship progresses throughout is perhaps one of my favorite aspects of the story. The dialogue between the two is great and the way the two play off each other kept me interested. Henry and Delilah’s conversations occur over a walkie-talkie which is where most of the story segments happen. His only contact for the summer is another fire spotter, Delilah, stationed in the Northern area of the park. This decision, to keep things vague, comes from a desire to take a break from a very stressful period in Henry’s life. More money is allocated to fire spotters and our protagonist Henry accepts a job in the forests of Wyoming as a lookout for the summer. That’s the sign of a good story.Posted by Collin on February 8th, 2016 | 0 Comments | Tags: Firewatchįollowing the fires in Yellowstone National Park in 1988 the amount of care taken to avoid more fires has been increased. What’s clear is that once people finish the game, I can imagine a lot of discussion on how everything comes together and what it ultimately means. With that said, even if your choices ultimately don’t affect the outcome, the way Campo Santo makes you feel throughout is a demonstration that choices that don’t have an impact on the overall story can still grip the player and carry them to the end. On one hand I was relieved, which is a testament too Campo Santo on the other hand, I wanted to see how far Camp Santo was going to take moments like that, and I think they could have taken situations further. One time I pissed off Delilah and she walked away from her radio, but nothing happened to me during that time. ![]() You also make decisions that have immediate negative effect but many of them end up having little consequence. One of the paragraphs from Campo Santo’s website describing Firewatch says “…you’ll explore a wild and unknown environment, facing questions and making interpersonal choices that can build or destroy the only meaningful relationship you have.” But you never know if your choices actually have an impact on the outcome of the game. I think it’s an innovation on dialogue choices, but it’s a double-edged sword. Just like life, what you said is what you said and it’s not until hindsight where you realize that a choice from a few hours back may have led to the situation you are in. Choices aren’t colored differently and there’s no screen saying which choices will go into the next day. That’s the biggest difference between The Walking Dead and this game. I also wasn’t sure if my dialogue choices were affecting my future. And that sense is heightened by the very good sound design. ![]() It’s the same feeling you would have if you were walking through a forest and you didn’t know what activities were happening or if someone was following you. There’s so many instances where I felt a jump scare would come or something would pop out of the bushes. Walking around the forest made my heart beat hard sometimes. It’s over time where the suspense picks up and you don’t know who you can trust, which is the suspenseful part because you’re only talking to one person the entire game. Instead you must tell your boss and call it in to the authorities. But you’re not catapulted into “find evildoer mode.” Nope. Things do start to go off the rails, eventually. ![]() For example, two girls go missing, but you don’t go to the ends of the earth to save them because this is a realistic game. The game’s timeline is marked by days and from day one there’s activity, which you’ll find is creepier than expected in a quiet national forest. Your job as a fire lookout is to watch for fires and report suspicious activity.
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