The musings of an irrelevantly educated Canadian on some things pop culture and all things self-interesting.
Wednesday, 10 February 2016
Thoughts on Firewatch (Spoilers)
I have already reviewed Firewatch and thought it was a great walking simulator with an emotionally tense, slow burn of a story. I'm not here to review it again, but I do have some points to make about the game and some of the criticism it has received. I will be spoiling major plot points, so steer clear if you intended to play the game and wish to remain fresh.
The opening text selection that allows you to choose your path as Henry prior to the core gameplay is an excellent way to invest the player more personally than just throwing them into the fire, so to speak. The growth of Henry and Julia's relationship is very real and the major life decisions they make are believable enough that I felt involved. The decline of the relationship due to both the long distance period and Julia's mental health made the road much rockier than I anticipated, and since I was so personally linked to Henry's life at that point it was tough to make decisions like putting Julia in a permanent care facility and agreeing for her to move back home to her family in Australia. If I was biting hard on a simple text adventure, I was obviously going all in for the rest of the game.
Some critical arguments about Firewatch claim that these decisions are not crucial to the game's primary plot. I would agree that the story will take its route no matter the decisions you make. But the point of being involved in establishing Henry's past and relationship with Julia is to give the player something to hold onto and decide on rather than being told what came before. You, as the player, made those decisions. They weren't made for you. You are responsible for what Henry chose in that early stage in the game. The same goes for dialogue choices. The story will continue as it's supposed to whether you choose to say A, B or C, but this is still not the point of the decision making process. You develop a working and personal relationship simply by verbal communication with Delilah over the walkie-talkie, and this is after experiencing Henry's personal struggle before joining the fire lookout. The relationship can be cold and harsh, or you can play along and develop a great back-and-forth with Delilah that is supported by stellar voice over work. It all depends on how you play the game.
Firewatch has many decisions but one real story at its core. It's all about how you experience the journey, not the resulting conclusion. If you choose to warm up to Delilah and become somewhat intimate with her you may feel guilty about having left Julia and still being officially married to her even though the relationship is in shambles. The experience isn't just in the game, but in your own head as well because it is how you think, perceive and feel about Henry as a person, the relationships you have built in his place and the way you go about exploring your personal journey in the summer of 1989.
With all of this in mind, and having repeatedly beaten you over the head with the point that the core story isn't what Firewatch is really about, I'm going to say that the core story is actually what Firewatch is about. Now, hold on a second. Think about it this way. You've built a character with a blank page called Henry, you've experienced important life events whether they be in text form or verbal communication. You've explored your sector of the Shoshone National Forest and tangled with strange occurrences and conspiracies that make you feel uneasy. You've experienced them with Delilah and you've built that relationship as well. You weren't at Two Forks Station when Ned and Brian Goodwin were operating that sector, but you know enough about them that Delilah had a connection in the past. That connection may not be as strong for Henry as it is for her, but you can understand her emotional ties. When you discover the lifeless body of the child you are distraught, but more so for Delilah. As you discover more about the Goodwins and their time at Two Forks you and Delilah become critical of Ned. You blame the father for the death of the son and accuse him of being a coward for never telling anyone about the climbing accident that took his life. The disdain you have for Ned is reasonable and not uncommon, but it is more important that many have argued. Ned Goodwin lost his son and it was partially his fault. He internalized the blame and ran from the problems by hiding in solitary confinement in the Two Forks sector for years, avoiding the reality beyond the forest. Delilah called him a coward, and you may not agree with such harsh words but it is clear to you that he should not have done what he did. Ned Goodwin didn't do anything that you as Henry didn't either. Henry felt guilty for putting Julia in a home and leaving her with her family in Australia and he ran off to a solitary job in Shoshone National Forest. Even if you accuse Ned of being selfish, you not clear of the same charges yourself.
The game feels like the main plot line revolves around the Goodwins and their tragedy, but it is really about how Henry projects himself on that reality. And it is how you feel with your position in the story that matters most. Not everything have to be about Henry to reflect on the situation. Not everything has to have a storybook ending. This is what makes Firewatch feel more real than some other stories. This is highly realistic, even if it is set on a artistic backdrop. Firewatch may not be for everyone and the conclusion may not be a explosively satisfying as something like Gone Home but it sure does what its supposed to. You can't fault it for that.
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Some critical arguments about Firewatch claim that these decisions are not crucial to the game's primary plot. I would agree that the story will take its route no matter the decisions you make.
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