DietRob
i've been begging for over 5 years.
What's it supposed to be?
I don't know. I just remember a month or two ago reading an interview where it was mentioned. Or I could be completely mistaken and thinking about a different game.
What's it supposed to be?
What they utterly failed at was continuing any of those fantastic ideals. Before you even get a chance to explore the emotional setup they provided with the (as it turns out) entirely inconsequential beginning, they ask you to begin having feelings vicariously, about two characters you never met.
Instead of a nuanced, in-depth look at the nature of relationships - long-term and transient - isolation, dealing with life's major events or anything of the sort, we're given a succession of lame duck red herrings. The teens. The science equipment with the fence that couldn't have possibly been built without Delilah knowing about it. The "mystery" conversation.
None of these things are very interesting in and of themselves, they were worth paying attention to because they could've lead to interesting. Red herrings can be used to good effect, but not when they're used back-to-back-to-back and not when they're used as a substitute for actual progression. Between those and the time skips and uneven dialogue dispersion, there were just too many tricks obscuring the base ideals of the game.
I'm not disappointed that Firewatch didn't veer into sci-fi or horror territory. Quite the opposite. I'm disappointed because it had such an amazing premise, an absolutely riveting setting and style and an immediately likable dynamic between H&D and then it promptly squandered all of it. They didn't need to resort to using so many tricks. They needed to have way more confidence in their writing and the initial setup. There is an amazing, touching, human story somewhere in this game's past. It got lost somewhere along its development. Of all the things I'm most disappointed in with Firewatch, the fact that we'll never get to play that game is the biggest.
It's made worse by the fact that these are story-focused games (I've never played a Bioshock game for the gameplay) and it feels like half-assing your game because you couldn't be bothered (Hell, Bioshock even had unique models for at least Tenenbaum and someone had the bright idea to just turn her into a generic Splicer in the final product, which as you say undercut the story.)
I definitely knew we were never going to actually meet Delilah because the "voice on the line" trope in games is worn very thin at this point, and saying "we should meet up" at the beginning was hanging a lantern on the "THEY WILL NEVER MEET" expectation.
I'm not disappointed that Firewatch didn't veer into sci-fi or horror territory. Quite the opposite. I'm disappointed because it had such an amazing premise, an absolutely riveting setting and style and an immediately likable dynamic between H&D and then it promptly squandered all of it. They didn't need to resort to using so many tricks. They needed to have way more confidence in their writing and the initial setup. There is an amazing, touching, human story somewhere in this game's past. It got lost somewhere along its development. Of all the things I'm most disappointed in with Firewatch, the fact that we'll never get to play that game is the biggest.
I disagree with the rest of your post but I think this is a good point. I think the game would have done itself a favor by having at least one actual character model somewhere in the game just to prove that they would do it. Because otherwise you kind of realize "oh, this game doesn't do that so I probably will never actually meet Ned, Delilah, or anyone else. System Shock 2 and Bioshock are examples of a similar problem- The games go out of their way to avoid ever putting you in a room with a live person. Once you realize that Irrational doesn't have a system in place for actual character interaction or cutscenes then you automatically know that every time there is a "go meet this person" objective it will fail for some reason. It's a bit of a seeing the wizard behind the curtain moment.
Finished it. Too bad I couldn't do it in one sitting. It would have made the experience somewhat better. I had to sleep, unfortunately.
Charming little game. It manages to stay interesting, despite it's very simplistic gameplay mechanics. Fun world to walk around in and amazing atmosphere. It makes me want to spend time in a forest by myself. I want to go hiking!
Both Henry and Delilah's voice actors really steal the show. Their banter and conversations feel natural and genuine. Really well done.
Like most of you, the story leaves me with some questions. The biggest one being: Why in the hell did Ned lead Henry to the backpack with the key if he is trying to cover the thing up and frame Henry? It makes no sense. It might also be something I missed.
The conclusion had me scratching my head at first. I think I even muttered the words "That's it?". But the more I think about it, the more it makes sense. It's a very human and mature story. While watching movies or playing games, we are so dead set on discovering the truth in grand fashion. We expect crazy twists and turns and one hell of a revealing finale. This game does not do that. Which is fine by me actually. It touches me on a deeper emotional level than "WHABAM, HAHAHAHAA, DELILAH IS ACTUALLY NED'S EX WIFE AND THEY WORKED TOGETHER TO FRAME YOU FOR THE SON THEY KILLED!!!!!!". Or something of the like. The shock would've been bigger, but not as touching or profound.
Overall, really loved it.
And at least now I know what the face of pure evil looks like. My mighty heart, I nearly had to call an ambulance.
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This is a really great articulation of something that bothered me because yes, it totally became clear to me that I was never going to meet another NPC and it really let the air out of the last hour or so of the game for me.
Ned didn't lead him to the backpack. The alarm on the backpack messed up the wave frequency thingy.
The ending wasn't touching for me, because I didn't care for Ned or his dead son, I cared for Delilah.
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-The Backpack with the Key was most likely hid by Brian. Ned would've accessed the Cave by climbing but Brian would've used the Gate Key to get to his hideout as he didn't like climbing. Since the hideout was also where the Pitons were located, he probably hid the key to prevent his father from finding the hideout. The alarm was already there to capture images of Elk.
Late in replying to this but I have to say it's my favorite explanation for the hidden backpack. Yes, another reply said that the backpack's not there earlier in the game but I feel that can be chalked up to the game not wanting you to sequence break. They could've handled it better, but cheaped out and just didn't place the backpack in the world until you're supposed to find out.
Actually now that I think about it, the gate probably is one of those that automatically lock when closed. My apartment's pool has something just like it, so no plot hole at all!
In that case, it should be possible to open the gate from inside the cave by simply using the keys. Either you open from inside or you put your hand between the metal bars and you open from outside.
We've published an amazing in-depth look at the story below. I'm still struggling with it personally. The game felt like it was building to an incredible climax right until the final reveal. Whilst I can still appreciate the game in it's entirety, it's hard to look back and be moved by the story.
http://press-start.com.au/2016/02/11/firewatch-explanation-and-analysis/
I felt the game was too short, and there wasn't any kind of plot twist, it was just "oh ok" and then it ended. It's just one of those games that could have been so much more.
I felt the game was too short, and there wasn't any kind of plot twist, it was just "oh ok" and then it ended. It's just one of those games that could have been so much more.
I loved it.
I'm so happy a game like this can exist. Just a story about two people going through difficult times in their lives. Two people immensely lonely despite the fact that they have each other for months.
So lonely that they'll imagine conspiracies where they are none. Conspiracies where they hope, maybe subconsciously, that there's something larger at work going on, just so they can feel like they're important and part of something bigger.
But they're not. And that's why Delilah feels so empty after discovering that it was just Ned all along. And when the girls are found safe and in jail, she can't even be a part of that story either.
And Henry too. He keeps running after every suspicious thing because he wants some sort of human contact. He doesn't care if it puts his life at risk, he just needs...something. Anything. Just so his life can have some sort of importance or meaning.
But he can't ever find anyone. The girls are too far away. His stalker is always just out of reach. His attacker ran away before he could see anything. The person who locked the door behind him got away quickly. The guy in his lookout tower was gone seconds before he got back there. Delilah gets away on a helicopter before he can see her.
He can't even prevent or create fires. He's just powerless. Powerless to help his wife. Powerless in his relationship with Delilah. Powerless in his ability to scare those girls since someone else scared them away for him.
In the end, it's just a story of two lonely people, connected by a simple radio, and even their most convincing conspiracies were built up out of nothing.
It was a beautiful story unlike anything I've ever seen in a game. I'm so happy for Campo Santo and what they created.
basically how I feel after finishing it
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I have no idea why anyone would think highly of this title. Underwhelming for sure.
Well saidI loved it.
I'm so happy a game like this can exist. Just a story about two people going through difficult times in their lives. Two people immensely lonely despite the fact that they have each other for months.
So lonely that they'll imagine conspiracies where they are none. Conspiracies where they hope, maybe subconsciously, that there's something larger at work going on, just so they can feel like they're important and part of something bigger.
But they're not. And that's why Delilah feels so empty after discovering that it was just Ned all along. And when the girls are found safe and in jail, she can't even be a part of that story either.
And Henry too. He keeps running after every suspicious thing because he wants some sort of human contact. He doesn't care if it puts his life at risk, he just needs...something. Anything. Just so his life can have some sort of importance or meaning.
But he can't ever find anyone. The girls are too far away. His stalker is always just out of reach. His attacker ran away before he could see anything. The person who locked the door behind him got away quickly. The guy in his lookout tower was gone seconds before he got back there. Delilah gets away on a helicopter before he can see her.
He can't even prevent or create fires. He's just powerless. Powerless to help his wife. Powerless in his relationship with Delilah. Powerless in his ability to scare those girls since someone else scared them away for him.
In the end, it's just a story of two lonely people, connected by a simple radio, and even their most convincing conspiracies were built up out of nothing.
It was a beautiful story unlike anything I've ever seen in a game. I'm so happy for Campo Santo and what they created.
I love that it wasn't what people were expecting. The whole point of the game is drawing conclusions due to the effects of isolation. You essentially end up role playing the lead character, even after the initial warnings of what isolation does from the moment you arrive on site.basically how I feel after finishing it
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I have no idea why anyone would think highly of this title. Underwhelming for sure.
Just finished it. Loved it and its bitter sweet ending.
Nice omage to Gone Home![]()
Wait, so who wrecked the tent and clothes that those girls owned? Was it Ned? A bear or something?
Does there have to be a plot twist or a huge reveal in every game though?
I actually liked that there was just nothing in the end, sometimes there is just nothing more and you dont get an explanation for everything that happened and the only thing you can do is speculate what might have been.
Ned had all their shit in his bunker, so I'm going with him.
I guess me thinking about the game isn't enough to satisfy my experience WITH the game. Maybe I didn't connect to the characters, but that would be because I have almost nothing of similar experiences in life to connect to them with.
And what was with the camp site at Wapiti Station?
There's also so many little unexplained details that just don't fit into the Ned/Brian narrative. The Wapiti Station, for example, explicitly had advanced tech. They set up the massive fence, there were three cots. There was binders of shit detailing the behaviors of the watch. They had earthquake censors and barometers and none of that stuff was ever explained to my knowledge.
It was explained sorta, as in it was.....just a research station.
If only you bothered to read the next paragraph in my post.
Yeah I enjoyed that too and also the reference to TLOU's University of Eastern Colorado.
The more I think about it the more none of it makes any sense. Ned is listening to Delilah and Henry's conversations. He KNOWS that they don't know a damn thing about him and Brian. So what does he do? He fabricates research on them to spook them? He gives Henry the key to the cave to trap him? Why? Henry and Delilah posed literally no threat. Neither of them even suspected Brian was down there. Someone needs to illuminate the motive behind Ned's actions because I'm really not seeing it.
I feel like anyone who hated this probably loved Breaking Bad for some reason, idk. The flow of this and how it ended reminded me of a Coen film, in which it's more of a slice of a story than neatly wrapped up in a little bow. It's a character piece, similar to how Lost was. I wish the majority of gamers would stop thinking that narratives live and die by the endings, because when too much emphasis is put on an ending, the rest of the story loses its lasting effect.
The soundtrack is fantastic, so glad I picked it up.Wanted more for the ending but I enjoyed the ride. Tempted to buy the soundtrack.
The soundtrack is fantastic, so glad I picked it up.