Henry’s boss – and primary point of human contact for the entire summer – is Delilah. Rookie lookout Henry is given a playful vulnerability you can choose to play him serious or funny, and the performance is up to the task either way. Firewatch sounds as good as it looks, thanks to a world-class script acted to perfection by its two leads. In fact, only the strange absence of almost any wildlife whatsoever betrays the convincing setting. It is a testament to both Moss and Firewatch’s level designers that, even despite the stylized look, the Two Forks Woods sticks in my mind like a real place: the narrow passage through Thunder Canyon, the serene calm of Jonesy Lake, the comically small size of Pork Pond, and the unexplained mystery of the Medicine Wheel. That allows bold reds, yellows, and oranges to color this fictional Wyoming forest’s beautifully painted scenery (a contribution by renowned illustrator Olly Moss) – all in a comfortable and immersive first-person perspective. The story takes place over the course of an entire summer, with different “days” – which are treated as chapters of the story – playing out at different hours of the day and night. It's like watching a movie.“Once you arrive there, Firewatch’s powerful ambiance takes hold. So, in this case, since the game only tells a story I need to follow, I watch it on youtube and I'm pretty sure I get the same thing out of the game as you do. With a game I want to immierse myself on my chosen path, not follow a path some developer has laid out for me. If I want some else's story or conviction, I watch a movie or documentary. ![]() I even prefer not having a story at all, not being pushed in a certain direction. I don't play games to get an experience at all. It's really taking disconnection to inception levels. Let's Play's are terrible things where you let some random jackass experience things for you, and that's especially sad when you're spending your time watching someone else play a game, when playing a game is already a poor substitute for doing something in real life. It's interactive storytelling and being in the story gives you a more personal connection to it. Цитата допису Valerie:Games like this are for people who watch a movie, or read a book, and want to experience the story as if they were in it. In fact, I feel like the developer tried something very different : instead of reading a book, a book that we could see, feel, interact on some level with it. The same as a real book : you wished it has never finished.įor me, I see Firewatch as a kind of experiment, done on us. ![]() Most people liked very much the "game" and would have wished it was longer. Having the possibility to make more choices, more often, would have been way more entertaining, and I think that's the main problem with the "game". Firewatch let you do that, on a certain level. But just like when reading a good book, sometimes you would loved to make another choice the character made, but a book has no interaction possible. The choices we had in the "game" were limited indeed. If someone reads you a book out loud, you would never buy the book off course! ![]() Days goes by just like chapters of a paper counterpart. Think about it : a beginning, a middle and an end, intriguing and complex stories, elaborate writting, depth of the characters, how the story is evolving and presented to us. The thing is, after finishing it, I've always considered Firewatch more like an interactive book than a game.
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