Critical Play: Walking Simulators – Katherine

[Figure 1: the Wyoming wilderness]

“Just standing by something creates closeness to a story.”

Firewatch is a first-person exploration game developed by Campo Santo and released in 2016. Players play as Henry, a middle-aged man who takes a summer job as a fire lookout deep in the Wyoming wilderness after a series of difficult life events. The game is available on PC, PlayStation, Xbox, and Nintendo Switch, and is rated M for mature audiences due to themes around grief, alcohol use, and mental health.

I played Firewatch on a Windows PC, which made the open forests, sunset skies, and small details of the environment feel even more vivid. I’m surprised that the game starts quietly. There’s no long tutorial, no flashy introduction. I walk. I follow paths through the trees. And I listen to the crackle of the radio as the supervisor, Delilah, checks in from another tower miles away. Through playing, I found myself having this complicated feeling, as if I’m being present in a moment that’s already slipping away.

[Figure 2: When first reaches the lookout tower]

Walking in Firewatch pushes me to uncover the story about the world. There are no cutscenes that rip me out of the moment; it’s more like the narrative happens while I’m walking, climbing over rocks, and winding my way through tall grass. Everything comes in very natural. My conversations with Delilah pop up as I hike or sometimes triggered by landmarks I find.

At first, walking feels like exploration for its own sake, like I’m just trying to get my bearings. But over time, I realize that every step deeper into the wilderness is a step deeper into Henry’s story. The act of walking mirrors the slow unraveling of his emotional state and the mystery that eventually surfaces around surveillance, secrets, and the feeling of being watched.

Firewatch really shows that walking can be more than just a way to get from Point A to Point B. It’s a way of experiencing the world and what’s happening inside a character’s head simultaneously. There’s something intimate about moving slowly, without weapons, without danger around every corner, but just tension, memory, and loneliness.

[Figure 3: You find a clipboard in the woods]

One thing that stood out to me while playing Firewatch was how there’s almost no violence. I’m used to games where danger is physical, where you expect to shoot, fight, or flee. However in Firewatch, there are moments of fear — when you find a clipboard with transcripts of your conversations, when you stumble across an abandoned campsite — but you’re never attacked. The tension is emotional, not physical. Comparing this to games like The Last of Us which I’ve also played, the difference is huge. In The Last of Us, violence is survival. While in Firewatch, survival is psychological. It’s about maintaining sanity, trust, and a sense of purpose when everything feels like it’s falling apart.

Without violence as a mechanic, Firewatch forced me to sit with my own discomfort. I couldn’t “fight back” against the unknown. I just had to keep walking, keep listening, keep wondering if Henry was imagining things. The absence of violence made the game’s exploration feel more raw and personal, and honestly, a lot more real. In real life, fear usually isn’t about zombies around the corner, but uncertainty and loss and isolation. I’m really glad Firewatch has this ethical consideration, whether intentional or not.

[Figure 4 & 5: Grab food when there’s wild fire everywhere]

From a design standpoint, Firewatch aligns the MDA framework. The Mechanics are simple, which includes walking, radio conversations, and opening supply caches. The Dynamics are about exploration and relationship building. And the Aesthetics focus on isolation, melancholy, and fleeting beauty. The way the environment slowly opens up as players earn Delilah’s trust mirrors how Henry himself slowly opens up. The design is delicate as small things like choosing how much to reveal in the radio conversations subtly shape the relationship, without needing branching dialogue trees or “morality meters.” It feels natural and human. One thing that could have been improved may be the movement pacing. There were a few times I wished Henry could move a little faster, especially when backtracking across large areas. But in a weird way, the slower pace forced me to slow down too, to pay attention to details I might otherwise have missed. The amount of freedom Firewatch gave to the player made me feel more invested in the world and the story.

Playing Firewatch changed how I think about walking simulators. It showed me that sometimes the most powerful stories in games don’t come from combat, puzzles, or even choice, but from just being in a place. From walking, looking, listening, and letting the world sink in. Overall, I really enjoyed playing this game and needed walking through the woods!

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