Critical Play: Firewatch

Firewatch is a first-person exploratory adventure game that takes place in the vicinity of a fire lookout tower in Wyoming in Shoshone National Park. The Unity-based game elicits emotional and reflective sentiments through intentional storytelling and guided narratives as the main character, Henry, traverses the terrain to explore ominous happenings in the area and goes on a series of missions/journeys to find out more about the people and events of the Shoshone area.

In Firewatch, the characters drive the storytelling aspect of the game as you traverse the gameplay area. To illustrate, the main source of communication you, as the player Henry, have is Delilah, who you communicate via walkie-talkie as you explore parts of the world. This character relationship is not static throughout the game, and thus your relationship with this individual speaking to and guiding you is paramount to main narrative and direction of the story. Moreover, whether it is through mysterious ransackings or disappearances that you hear about or encounter, you as the main character are always indirectly tied to people even if you do not interact or see them, whether that is through the camps of certain individuals being set on fire or pillaged mysteriously, random objects of people being found, or even hearing about people’s disappearance. The unknown figure that keeps popping up every now and then also creates a relationship that adds to the narrative (an unknown that may or may not be important to the main character’s quests).

The walkie talkie as the main source of information and guide throughout the game. There is an element of loneliness and isolation that exists in this game, and so the walkie talkie acts as the sole connection you as the player have to any resources or help that you need.

New areas and events in the world space open up as the story progresses, allowing for incentives that drive the gameplay forward, but also unveil more about the story by introducing new characters, their backstories, and their relevance to the overall plot. Some examples include the introduction of two girls who go missing and are a central part of Henry’s motivations during the game. Additionally, the various site abandonments, arsons, and notable discoveries create an ominous and suspenseful aesthetic and mood to the game, but one that also makes you feel more invested. One key example of this is when you find Brian’s camera, which then introduces you to the life story of Ned, the former lookout whose son owned the camera. You also learn about the connection Delilah has with Brian, and her lying about his existences humanizes the voice you hear through the walkie-talkie. Ultimately, you naturally develop a greater connection with these items and individuals within the game, and this investment into the narrative is a key aspect of the very immersive aesthetic Firewatch creates.

And lastly, the theme of fire-setting in this game, which Henry encounters in various moments, creates a common aesthetic for the main character throughout their various journeys within the game, and having this consistent theme makes the narrative more focused and understandable.

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