Official trailer for Campo Santo's Firewatch

Wario64

works for Gamestop (lol)
https://www.youtube.com/watch?v=d02lhvvVSy8

Looks like the site was updated with the first screenshots too. Olly's art direction...

ghZC3Gr.jpg


hxbCfWS.jpg
 
Looks amazing, but I still don't really know what this game is. I've heard it described as "Gone Home in a forrest" but I don't even really know what that means
 
What's with the chubby arms and hands? Is the main character a bigger guy, or is that the artstyle?

Also, the dialogue and voice acting sounds like it's bordering on parody of "serious games," but it'll hopefully not sound as ridiculous and forced in context.
 
Looks amazing visually. It didn't really give me an idea of what the gameplay is like though, just story and visuals.
 
0_0 never heard about this until today, but the trailer made this a day one purchase for me. Firewatch lOTl Only you can't prevent forest fires.
 
Description of the game from their site

In Firewatch you play as a man named Henry who has retreated from his messy life to work as a fire lookout in the Wyoming wilderness. Perched high atop a mountain, it’s your job to look for smoke and keep the wilderness safe. An especially hot and dry summer has everyone on edge. Your supervisor, a woman named Delilah, is available to you at all times over a small, handheld radio — and is your only contact with the world you've left behind.

But when something strange draws you out of your lookout tower and into the world, 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.

Wonder where exactly they're going with this.
 
presentation is great. i think the dialogue sounds really contrived and melodramatic in that trailer because a tension between wanting to put out fires yourself versus observing them and calling them is so divorced from normal life and it's building off a relationship that we have no context for. hopefully they can earn that drama in the full story when you're actually put in that characters position and eased into what the setting, characters and relationships are about.
 
What's with the chubby arms and hands? Is the main character a bigger guy, or is that the artstyle?

Both, I think.

Also, the dialogue and voice acting sounds like it's bordering on parody of "serious games," but it'll hopefully not sound as ridiculous and forced in context.

I think the writing itself is quite good - it lends itself well to a mystery, at least. I definitely agree that the delivery was a bit... melodramatic. There's nothing in the trailer that couldn't have been said in a more conversational tone, aside from maybe the last exchange.
 
Looks fantastic. Much better than I expected even. However, the movement of Heny feels a little too slow for me. It looks like he's running in slow motion at 1:23. Might be a more realistic running speed than normally in games, but if the whole game is like that it's likely to drive me a little crazy. :p
 
God damn, that looks very, very good.

Dat Olly Moss art (it is him, right?).
 
Looks great! Excited for this. Hope you guys are kidding about not wanting to play a chubby person...

Not sure if it was the voice acting or the writing, but the dialogue did seem a bit awkward for some reason.

Excited for it nonetheless.
 
They just debuted this in a PAX panel, with a lengthy gameplay demo. For those that missed it, it's kind of like a first person puzzle game that is fairly open ended in the way you interact and tackle things. At any time you can bring your radio up and talk to Delilah, asking about an item you are looking at or about your current objective or whatever. The amount of spoken dialog and options to pick from was very impressive, and often quite funny. How you choose to interact with Delilah (being honest, ignoring her, etc) will build your relationship with her throughout the game, in a similar way to "____ will remember that" from the Walking Dead games, I suppose.

As an example, from your tower you spot some campers in the distance setting off fireworks, which is obviously a potential fire hazard. Delilah directs you to get over there and tell them to knock it off. You need to get some supplies from a supply box on the way, in order to navigate the environment to reach them. Delilah tells you the combination for the lock is 1234. Actually the combo for every supply box is 1234. Your choices to respond are something like:

Lazy
Funny
Smart

When you get to the supply box, if you input the wrong combo, you can ask Delilah what it was again, and she will reply sarcastically. Opening it up shows a map, a note, an antler, a rope, etc. You can comment on the note to her, the map, the granola bar, whatever. You can comment that not everything seems useful.

When you finally get to the camper's camp, you find they aren't there, but their campfire is burning. You can stamp their fire out, or not. You can see their bags and ask Delilah about them. You find them at a lake nearby, skinny dipping out on an island in the middle, with a radio blaring music on the shore. As you approach you hear one of them say "Is that a guy on the shore? Oh my god." You can yell to them, argue with them, etc. In the demo, they chose to simply pick up the radio, which causes the campers to tell you to put it down. Then they throw the radio in the lake, which causes the campers to get angry and yell "What the fuck! You fucking dick!" or something like that.

The sheer amount of dialog options, and little animations that accompanied all the random little things you could do, from picking up the antler and pricking your finger on the end, to stamping your boots in the fire and the logs shifting around, was all quite impressive.

It's quite interesting seeing the game finally after having listened to the Idle Thumbs Podcast for so long. This game really seems like the sum of all the things they love from all the types of games they admire or have worked on previously, whether it's the bespoke content of Gone Home, the adherence to the first person viewpoint of Far Cry 2, the dialog/relationship building of Walking Dead, etc.
 
This looks and sounds exactly what I imagined it to be for all these months. It's weird, I never actually knew what the game was but just assumed it would be this given what I know of Jake/Sean/Olly/Chris/Nels from Idle Thumbs.
 
They just debuted this in a PAX panel, with a lengthy gameplay demo. For those that missed it, it's kind of like a first person puzzle game that is fairly open ended in the way you interact and tackle things. At any time you can bring your radio up and talk to Delilah, asking about an item you are looking at or about your current objective or whatever. The amount of spoken dialog and options to pick from was very impressive, and often quite funny. How you choose to interact with Delilah (being honest, ignoring her, etc) will build your relationship with her throughout the game, in a similar way to "____ will remember that" from the Walking Dead games, I suppose.

As an example, from your tower you spot some campers in the distance setting off fireworks, which is obviously a potential fire hazard. Delilah directs you to get over there and tell them to knock it off. You need to get some supplies from a supply box on the way, in order to navigate the environment to reach them. Delilah tells you the combination for the lock is 1234. Actually the combo for every supply box is 1234. Your choices to respond are something like:

Lazy
Funny
Smart

When you get to the supply box, if you input the wrong combo, you can ask Delilah what it was again, and she will reply sarcastically. Opening it up shows a map, a note, an antler, a rope, etc. You can comment on the note to her, the map, the granola bar, whatever. You can comment that not everything seems useful.

When you finally get to the campers camp, you find they aren't there, but their campfire is burning. You can stamp their fire out, or not. You can see their bags and ask Delilah about them. You find them at a lake nearby, skinny dipping out on an island in the middle, with a radio blaring music on the shore. As you approach you hear one of them say "Is that a guy on the shore? Oh my god." You can yell to them, argue with them, etc. In the demo, they chose to simply pick up there radio, which causes the campers to tell you to put it down. Then they throw the radio in the lake, which causes the campers to get angry and yell "What the fuck! You fucking dick!" or something like that.

The sheer amount of dialog options, and little animations that accompanied all the random little things you could do, from picking up the antler and pricking your finger on the end, to stamping your boots in the fire and the logs shifting around, was all quite impressive.

It's quite interesting seeing the game finally after having listened to the Idle Thumbs Podcast for so long. This game really seems like the sum of all the things they love from all the types of games they admire or have worked on previously, whether it's the bespoke content of Gone Home, the adherence to the first person viewpoint of Far Cry 2, the dialog/relationship building of Walking Dead, etc.

Thanks for the impressions. This sounds amazing
 
Hell fucking yes, looks amazing! Great job Olly and the rest of Camposanto
 
Top Bottom