![]() ![]() To add on to that dilemma, Henry then stumbles across the abandoned backpack that once belonged to Brian Goodwin – a boy who was stationed in the area with his father a few summers prior. Things get even weirder when Henry finds out the girls he saw at the lake have gone missing… and he is the last one to have reportedly seen them. She accidentally broadcasts a conversation with someone else on your handheld radio…a conversation that sounds like she’s talking about you, and not in a positive manner. At first you assume it was the girls at the lake or maybe the guy you saw on the ledge.īut even the one relationship you've formed with someone gets called into question. But when he arrives back at his tower he discovers his typewriter has been thrown out the window and his place is trashed. Normally that wouldn’t be too weird – it is the forest after all so he’s bound to run into campers. On his way back to his tower Henry comes across a man on a ledge looking down at him. Players are offered choices on how to handle the situation but it’s after the uncomfortable interaction between Henry and the girls that the story really picks up speed, and takes a mysterious turn. After getting the supplies he needs Henry finds the source of the fireworks a pair of teenage girls skinny dipping in a lake. I also must point out that if you played Gone Home you will find an Easter egg in one of those cache boxes. They even provide additional narrative with notes written between two rangers. ![]() Supply cache boxes can be found around the trails and contain useful items like rope or a flashlight. It takes an extra minute to keep pulling out the map and compass to make sure you’re on track but I assure you it adds to the authenticity of how it feels to navigate the woods. There is no navigation key in the corner of the screen showing you what path to follow. ![]() Yes you read that correctly - an actual map and compass. Venturing into the unknown players must use a map and compass to navigate the area and locate the source of the fireworks. Delilah tells Henry to go find out who is responsible and to get them to stop. Fireworks are seen in the distance, an obvious fire hazard that needs to be addressed. Henry’s first day on the job starts off more exciting than he anticipated. Cut off from the rest of society, the choices players make can build or destroy your only relationship and connection with someone while being miles from home. Depending on the choices players make Henry can be open and laid back or stern and tight-lipped. Players are given choices on how to respond to Delilah. Over the course of the game it is your conversations with Delilah over the radio that reveal more about Henry’s past and current state of mind. Not a great first impression of your boss but it passes and Delilah becomes your main source of communication. ![]() She immediately puts you on blast for taking the job, claiming only people with issues would venture out this far. Upon entering the lookout tower, and Henry’s new home for the next few months, you pick up a handheld radio and the voice of your supervisor Delilah is heard on the other end. Without spoiling details I will just tell you… it’s a real gut punch. It is within these first ten minutes of the game that players learn why Henry felt like he had to leave home for the summer and become a fire lookout in the middle of nowhere. Intercut with these short passages is present day sequences of Henry grabbing his backpack and driving off to the wilderness. Told only through written word is the history of Henry’s relationship with his wife Julia everything from how they met at a bar in 1975, to adopting a puppy, to getting engaged, to facing hardships. The game opens on a purple ambient background with the sounds of restaurant chatter underneath as the words “You see Julia” slowly fade onto the screen. The year is 1989 and you play as Henry, a man who needed to get away from a life that took an unexpected turn. Maybe you just need to get away, for good.įirewatch, developed by the indie studio Campo Santo, is a first-person adventure game set in the wilderness of Wyoming. Or…maybe it’s more than a change of scenery that you need. Do you ever have those days where you just want to throw in the towel and get away from it all? You think maybe a change in scenery and some fresh air would do you some good, help you clear your head, and maybe you can return to the shit show you left behind a little less defeated and a little more prepared to handle what comes your way. ![]()
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