I think it’s an innovation on dialogue choices, but it’s a double-edged sword. Just like life, what you said is what you said and it’s not until hindsight where you realize that a choice from a few hours back may have led to the situation you are in. Choices aren’t colored differently and there’s no screen saying which choices will go into the next day. That’s the biggest difference between The Walking Dead and this game. I also wasn’t sure if my dialogue choices were affecting my future. And that sense is heightened by the very good sound design. It’s the same feeling you would have if you were walking through a forest and you didn’t know what activities were happening or if someone was following you. There’s so many instances where I felt a jump scare would come or something would pop out of the bushes. Walking around the forest made my heart beat hard sometimes. It’s over time where the suspense picks up and you don’t know who you can trust, which is the suspenseful part because you’re only talking to one person the entire game. Instead you must tell your boss and call it in to the authorities. But you’re not catapulted into “find evildoer mode.” Nope. Things do start to go off the rails, eventually. For example, two girls go missing, but you don’t go to the ends of the earth to save them because this is a realistic game. The game’s timeline is marked by days and from day one there’s activity, which you’ll find is creepier than expected in a quiet national forest. Your job as a fire lookout is to watch for fires and report suspicious activity. Otherwise, there was a choice that resonated with me and my perspectives, but you could also be the insensitive version of you or the goofy version of you. I could count on one hand how many choices felt contrived. Campo Santo made it so easy to invest yourself in the game because the dialogue and choices are so relatable. She’s in another watch tower, so you communicate with her through a radio comm. Once you’re employed at the Shoshone National Forest, your only contact with humanity is the voice of your foul-mouthed but friendly boss, Delilah. What would you do with her? Do you fight for your marriage? Do you leave? The foundation of the game is your personal investment and just like financial investments, the greater your investment, the greater your return. The familiar dialogue style makes a return and as soon as the game starts, you’re making decisions as Henry. In response, he gets a job at a Wyoming National Forest as a fire lookout.īut Henry is you. So sick that it breaks the fabric of his marriage.
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There’s no zombie apocalypse and the world isn’t collapsing under the weight of politics and war. It was just red.You play as Henry, a regular guy who deals with real-life circumstances. And at one point I even wondered if Henry was supposed to be tripping because everything was so… red. Also, while I appreciate I'll be in the minority with this particular view, while the art style is undoubtedly gorgeous, it might arguably have benefited from being more naturalistic (like Rise of the Tomb Raider's forest sections) to complement the realism of the audio. Tiny gnats in the ointment, but gnats nonetheless. Some grass hovers above the ground, I found a weird teleportation bug, incorrect note text screens for the object I was holding, and suffered a load crash – all on finished code.
![firewatch game reciew firewatch game reciew](https://www.destructoid.com/wp-content/uploads/2020/12/349724-12672050_10156470061860640_8615775286300298158_o.jpg)
Never a flickerbook, but not as slick as it could or should have been. The frame-rate's super smooth if you're looking at the sky, but it's noticeably inconsistent.
FIREWATCH GAME RECIEW PS4
Technically, the PS4 version I played is sketchy, with stutters and pauses akin to those found in Oblivion as you moved from one area of scenery to another. Sadly there are some small problems to spoil what is otherwise an incredible experience.