Delilah can be mocking and crotchety, but equally timid and lost, whilst Henry's joky, laidback demeanour makes his self doubt all the more heartbreaking. Subtlely voiced, the budding friendship of Henry and Delilah truly flourishes at its most helpless moments. ![]() What's more important is that all exchanges are intensely sympathetic. But you'll uncover more about how the two express themselves, and how they grow to comprehend their past experiences together a crucial element in what makes Firewatch so enchanting in its study of trust and separation. ![]() Granted, not much, for there aren't many soap-operas veiled beneath these telecom exchanges. Whichever path you choose, you'll learn about Deliliah's character. Annoy her, and you might be talking into thin air for the next period of time. If you're evasive around Delilah's questions, she'll remember it later on. The duo's habitual sparring is hauntingly funny amidst the desperate seclusion, but beneath its persistence, it's inherently fragile. It strikes as unnatural at first, but with little else to flesh out Firewatch's control scheme, it's easily adapted to. The radio mechanic is immersively acquainted by the Dualshock's trigger buttons holding the left will open up dialogue options, and the right allows you to highlight your choice, before releasing the left trigger to finalize your choice. Henry and Delilah's relationship is instead one of slowburning introspection, developing through use of Firewatch's most notable feature. Shacked up in separate towers and deprived of each other's physical presence, their relationship rests upon a series of radio conversations, influenced by various dialogue options.ĭespite The Walking Dead's Jake Rodkin and Sean Vanaman's creative leadership in Firewatch, it's clear early on that determining player choices aren't the main concern. ![]() Whilst the concept of isolation remains essential to Henry's story, Firewatch's real strengths shine through his relationship with his employer, Delilah. Your time with Firewatch is spent in the blister-bunged boots of Henry, a middle-aged man who - in attempt to escape his stressful personal life - takes a summer job as a fire lookout in the Shoshone National Forest. There's an initial innocence to the game's Disney-like art style, but amongst its mature themes and plentifully coarse language, Firewatch's superficial fluffiness underscores the creeping notion that all is not what it seems within this increasingly enigmatic world. The protagonist's backstory remains very much in word-form, offering a brusque, harrowing empathy that unravels within the player's imagination. What I got instead was comparable more to the opening of a text-based adventure game, and I'm ultimately glad I did. The parasitic gamer I am, I was expecting to be propelled headlong into the body of my in-game host right away. The kindling for Firewatch's story forms rather unexpectedly. But although its objectives can feel drawn out and narrative loopholes make a decided appearance, Campo Santo beckon with a riveting experience that can be equally as inviting as it can onimous. ![]() In the wake of Dear Esther and the acclaimed Gone Home, Firewatch balances a contemplative storyline and exploratory immersion, with gameplay taking a back seat, and no real puzzles to speak of.
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