Eye In The Sky
Review
Firewatch,
Campo Santo (PS4)
Abstract: Firewatch is a game, a vignette of the human experience, that’s in
a league of its own. There are no aliens, no headshots, no fate of the world,
not even a focus on one of life’s particular moments. Firewatch transports the player into a snapshot of existence. It
takes you to a time and a place and a mindset we haven’t really seen before in
games. Firewatch is gorgeous,
well-written, well-acted and gripping. The game skillfully touches on themes of
love, loss, isolation and paranoia, delivering a mature narrative that has
stayed with me. I give it my highest recommendation.
It’s hard
to make sense of life. Our world is filled with the unforeseen, the chaotic.
Humans are natural pattern finders, hoping to see through reality’s veil and
connect the dots between seemingly unrelated events. We like to make sense of
everything, discover the purpose of why things happen the way they do. When we
can’t, humans often like to escape. Retreat away from the uncertainty. Humans
are also social creatures by nature, quick to form bonds and seek companionship.
Broadly, Firewatch is about these
themes. Firewatch is about characters
seeking to both understand life’s tumult and run away from it. Firewatch is also about understanding
the human condition and how people react depending on the summation of their
experiences. Firewatch is excellent.
Firewatch is the latest in the recent trend
of exceptional first-person narrative games. The talent behind games such as The Walking Dead S1 and Gone Home got together and formed Campo
Santo, a new Bay Area based studio. When you consider the talent of individuals
like Sean Vanaman, Chris Remo and Olly Moss who worked to make Firewatch a reality, it’s understandable
that the bar of expectation was set so high. From the earliest trailers I was
fascinated with what the fledgling Campo Santo could bring to the table.
Luckily for them (and me), Firewatch
met and exceeded all my expectations.
The year is
1989. You play as Henry, a slightly chubby nearly 40-something who in attempt
to deal with, and escape from, personal tragedy has taken a summer job as fire watch
deep in the Wyoming wilderness. Several days walk from civilization and dozens
of miles from another human his task is simple: sit up in his tower looking for
forest fires and report them. His one lifeline, his one human connection, is
with Delilah, a fellow fire watch (& his boss) who resides in the nearest
watchtower. They communicate only via walkie-talkie, Henry reporting what he
sees and Delilah responding accordingly. What was supposed to be a quiet,
isolated summer turns into anything but when Henry realizes he is not as alone
as he thought. On the surface, Firewatch
weaves a compelling suspenseful narrative that touches on the fear of being
alone, of being watched, and the thrill of solving mysteries. You follow Henry
and Delilah as they try to deal with a series of bizarre, and unsettling,
events and piece together what exactly is happening.
But Firewatch is far more than that. Firewatch is about relationships. It’s
about Henry running away from his relationships at home and forging a new one
with Delilah. It’s about Delilah seeking companionship in potentially unhealthy
ways. It’s about the love, life, and struggles of a father and son. Firewatch is also about loneliness and
depression. You don’t take a job as a Wyoming fire watch unless you are running
from something, Delilah mentions early in the game. Firewatch explorers how you can feel at your loneliest even when
you’re close to someone you love. And how even when miles and miles from
another living human being, how something as simple as a voice from a
walkie-talkie can be all the company you could ever ask for. Firewatch also touches on how we deal
with loss and how, fundamentally, people aren’t prepared to face some of life’s
harsher truths. Henry is escapism embodied. And finally, Firewatch is about fear. Fear of the unknown and fear of what we
wish we didn’t know. Fear of having to deal with what life throws at us, and
the lengths we’ll go to in an attempt to create new fears for us to face
instead of dealing with those staring back at us.
Ultimately,
though, what I love most about Firewatch’s
narrative is that it isn’t trying to weave some epic narrative. It isn’t
bombastic. There isn’t a clean three-act structure. Many of the plot threads
have simple resolutions and are unrelated. Firewatch
is about nothing. But in that way, Firewatch
touches on everything. Firewatch
speaks to many of life’s fundamental truths. Life is disappointments, missed
connections. Life is trying to ascribe greater importance to the unrelated, the
chaotic, the random. Whereas the game’s predecessors like Gone Home and Dear Ester
seemed to have one fundamental message at their core, Firewatch is content to ‘simply’ be a vignette of the human
experience. I’ve read the disappointment of many in the gaming community about
the narrative’s ‘pay off,’ but I suspect Campo Santo resolved the story in
exactly the way they intended. Life isn’t always a feel-good, perfectly
resolved, dark secrets revealed page-turner. Firewatch’s narrative felt mature, something I desperately want
more of in gaming.
A quiet,
human narrative would never have worked without strong characters and great
writing, and Firewatch has both in
spades. Henry and Delilah are fully realized, nuanced characters with
strengths, faults, and a ton of depth. You understand Henry, his life and his
motivations, and can shape his personality throughout the game accordingly. The
dialogue between the two is phenomenal. The game features deft writing overall.
You’ll want to report every single thing you see to try to hear more of the
great dialogue. Speaking of that, the voice acting in Firewatch is seriously top notch. Some of the best in gaming. Like
everything else, it felt natural, genuine, and reinforces the humanity and the
heart of the Firewatch’s experience.
Like other
‘walking simulators’ before it, Firewatch’s
gameplay is predominantly first-person exploration. You walk, explore, inspect
items, and interact with some basic puzzle / traversal elements. Firewatch, like many of its
predecessors, gives players the ability to pick up (& throw) objects in the
game. Like I wrote in my SOMA review, this gives tangibility
to the world that helps immerse the player. Firewatch
is also the most ‘gamey’ walking simulator that I’ve ever played and therefore
one I would recommend to anybody. You can freely explore, find hidden secrets,
take pictures, open up new movement options, mark places of interest on your
map, initiate non-main story dialogue, etc. There’s a lot to do that you don’t
have to. The best thing about Firewatch’s
gameplay, however, is what it brings new to the walking simulator /
first-person narrative genre: interactibility with a contemporary story. Let me
clarify. As great as first-person narrative experiences have been, nearly all feature stories whose peaks have
already happened. You’re an observer. For Gone
Home or Bioshock or Everybody’s Gone to the Rapture or SOMA, it’s mainly about piecing together
the past. In Firewatch, everything is
happening as you play. You are experiencing the most interesting part of the
game’s (and world’s) narrative. Your actions as the player are forming the
story. This interactibility is enhanced by the inclusion of dialogue choices. The
Telltale pedigree of the team is clear here. Being able to choose what you say,
and who you are as Henry, strengthens the present narrative of the game and
makes Firewatch a stronger, and
thoroughly unique, experience.
Small choices like this help to reinforce Henry's and Delilah's personalities. Dialogue options are a great evolution for 1st person narrative games. |
One thing I
never expected was how connected I would feel to Firewatch’s world. In the way that I formed a relationship as Henry
and with Delilah, I forged a strong bond with the environment itself. I was
transported to the Wyoming wilderness. Led by the strong graphic design of Olly
Moss, Firewatch’s world is
incredible. It’s stunningly beautiful. Your forest playground is colorful,
vibrant, and lush. The game’s aesthetic is the perfect mix of the real world
with striking graphic novel styled art. The colors and sounds and music ebb and
flow throughout. Firewatch is a painting
I want to get lost in. On top of all that, Firewatch
also builds a great player mental map. Assuming you are not pulling your
in-game map up every few seconds, exploring Firewatch’s
world very quickly roots itself in your memory. The closest comparison I have
is a Souls game. As you progress
throughout the game, you get a clear sense of geography. You know how to get
from point A to point B by using in-game landmarks. A certain tree or lake or
cliff side is as valuable as any superimposed mini-map. This kind of map
building draws the player even further into the world, which for a world as
rich and beautiful as Firewatch’s, is
a very good thing.
Firewatch is easily my favorite game I’ve
played this year. It has learned from the pedigree of first-person story
experiences before it, and expanded upon the foundation meaningfully both
narratively and mechanically. Firewatch
is an evolution, filled to the brim with well-executed and brilliant ideas. Campo
Santo did an extraordinary job with their freshman outing. Firewatch is the kind of game that makes me excited for the future
of gaming. Go play it. The sooner the better.
I miss my time in the Wyoming wilderness already. It's beautiful. |
Firewatch
5/5
:D Awesome piece of writing as usual, I'd say even more in depth than your SOMA review. I especially loved the introduction paragraph. I thought that the thoughts you presented were very profound and poignantly worded. I really enjoyed reading that.
ReplyDeleteOf course I agree with what you pointed out as highlights of the game: the visuals, the voice acting, the writing and the thematic elements.
I felt the visuals were very cohesive even though it was a little less detailed than I would've liked. I definitely agree that there is a comic book art feel to the way the environment is designed which really made the low res environment and the very saturated colors more appropriate for me. I loved the intense coloring of the depiction of the Rockies, I feel like it represent what I would feel about the environment if I was there in real life.
The writing and the voice acting is amazing. Listening to Henry and Delilah banter is extremely enjoyable for me. It dialogue flows so naturally and humor is injected in the right places. The style of talking to a lady on the com obviously reminds me of talking to Catherine in SOMA.
The music was really good for setting the mood, especially during the suspenseful parts of the game. However I felt like the music sometimes came on too noticeably. It really signaled to me that something is about to happen rather than me not realizing that I should expect something and just starts to feel creeped out and not knowing why.
I watched a version of this play through where the player made certain choices that I believe I would've made for most of the dialogue choices. I think the only other version that might significantly change the story and tone is if you didn't respond to Delilah at all. I think that would be a very interesting story to see. Perhaps it was just the video I watched, which was 3 hours long but I think I do agree with other people's complaint that it wasn't a long enough narrative. Well I think the story is very well done and probably the reason I felt it wasn't long enough was because I wanted more. Not necessarily that I think they should do more.
Awesome thoughts & thanks for sharing! Maybe you should write game reviews too.
ReplyDeleteTotally agreed about the music, though. I had tried to squeeze it into my review, but never found the right place. Especially because I walked away from the experience so positively. But you're absolutely right, Firewatch's music did come on too strong in a few instances.
I would love to have more Henry & Delilah, but unfortunately don't see it happening. So excited for what Campo Santo does next!