

For me it reminded me of a friend in the 90’s that found out they were gay and their parents were not happy. Oh! Comparisons to Gone Home (which was also sublime! I know again that certain regressive groups didn’t like the story. I know far right/weirdo gamergate type people were irked by them as those types usually are by normal people. Very weird someone here said they annoyed (likely) him. We were both expecting wildly different endings but in the end it was nothing what we expected, and we loved it for that! Really got us talking during and after like when you watch a killer film. My partner and myself played it enamoured with the story. Been in touch with Cabel (one of the awesome devs) about a PSVR version for ages now but no luck! Loved it so much it made me buy an RV where I now spend a quarter the year each year travelling with my fam. I don’t play much beyond the Nintendo first party stuff these days.

Signed up to say this game is phenomenal. Made a great living off my own titles thereafter). Long time reader, even longer time developer (worked at Sony in the 90’s. As the two warm to one another, you get a real sense of the palpable character development at play. Even with its branching dialogue choices, Henry is still snarky and snappy while Delilah hides her vulnerability behind sarcasm. Connected to Henry via chunky walkie-talkie, the dialogue that’s exchanged by actors Rich Sommer and Cissy Jones is delivered so naturally and with so much subtle nuance that you really begin to invest in the unconventional friendship that blooms between them. However, it’s the game’s script and the chemistry between Henry and Delilah – the lookout in another watchtower who serves as his disembodied guide – that keeps the story’s heart beating so fiercely. Who is that stranger roaming the forests at night, and why is there a secret government facility in the middle of nowhere? The game never strays into survival horror territory, but it effectively uses its sense of isolation to create moments of palpable tension. You’ll head down to a lake to discourage some drunken teens from setting off fireworks, collecting cans of beer and picking up supplies from cache boxes, but then stumble on some increasingly strange sites in the woods. The joy of Firewatch is how effortlessly it mingles the mundane and the mysterious into one immersive package. It also happens to be 1989, and with the worst forest fires in Yellowstone’s history having only occurred one year prior, the job of sitting in a tower and looking out for any smoke among the ferns becomes a very real responsibility. Henry takes the job to escape, but time hasn’t ground to a halt outside of the forest’s edge, and Firewatch sees him faced with unravelling a mystery amid the trees, rocks and rivers while coming to terms with the painful truths about himself and his loved ones.
FIREWATCH DEV SERIES
However, we will say that even through a simple series of text-based screens in its prologue, Campo Santo manages to swiftly invest you in a story that tackles a subject we’ve never really seen in games before, deftly pulling at your heartstrings without too much cliche. The poignancy of Firewatch’s story is best enjoyed from start to finish on your own terms, so we won’t reveal the details of what drives main character Henry to take a fire lookout job at Shoshone National Forest in the northwest of Wyoming. It’s not perfect, and there are some noticeable technical sacrifices to justify its existence on Switch, but it’s no less essential. It’s heartfelt, silly, unsettling and beguiling all in the space of its roughly six hours of story.
FIREWATCH DEV SIMULATOR
It’s a walking simulator and proud of it, but it tells a very specific story about a very specific person as they attempt to cope with the heartbreaking truths that are defining their very specific life. Released back in 2016, Firewatch is many things – tense, intriguing, charming and a little frustrating – but it’s never, ever boring. “It’s the most boring job in the world.” And yet, despite that rather eye-opening reality check, the studio went away and created one of the most memorable games of this current generation. “Why would you make a game out of this job?” some of their interviewees would say. During the early days of Firewatch’s development, Washington-based indie studio Campo Santo made a point of speaking to real fire lookouts to get a sense of what it’s like to be stationed for months on the end, deep in a North American forest.
