Critical Play: Walking Simulators – Luke McFall

Firewatch was one of my all-time favorite story games in middle school. I remember being glued to my seat, trying to figure out what the hell was going on in those incredibly gorgeous woods. Being a young, impatient kid, I remember how frustrating walking from one side of the map to the other was. I would pull up my map every turn to figure out the shortest route and take micro shortcuts just to get to the next story moment as fast as possible.

Playing through the game again, I couldn’t help but slow down and enjoy every step of the game. The gorgeous swaying trees, the chirping of the birds, and the setting sun on the canyon rocks constantly made me stop playing and appreciate the beauty around me.  Because I planned on playing for an hour, I was free from the narrative path and forged my own. I made my way through the first bit of the story at my own pace and got into the character of Henry. The long, quiet walks made me feel the solace that he was searching for. Every tree, bush, and rock felt so unfamiliar, but as I made my way through the small section of the world, I used my compass and map less and less and started to remember the layout more and more.

While Firewatch has an incredible story, I believe that Firewatch’s true strength is the pace at which the game is played. Especially on this playthrough, I came to appreciate that exploration of the world is the story. When the game begins, you slowly explore the main canyon, make your way down to the lake, and find your way back to your outpost. The big, confusing mountain is slowly revealed to you in manageable bite-sized chunks. This slow progress makes the lack of navigational tools seem manageable and rewarding. Unlocked areas are new, exciting, and a little scary as you feel lost in unfamiliar territory. I felt myself relying on my map and compass constantly the first time in a new area. This perfectly co-exists with the feeling of the actual narrative. Every area unlocks a new piece of the plot puzzle. The more you explore, the more you progress to the final mystery. As you become more familiar with an area, you become more familiar with the mystery that it reveals. Exploration and narrative are perfectly interwined in this game.

 

I would say Firewatch is the exact opposite of a violent game. This is no attack, dodge, or parry for the character to perform at any section of the game. Despite this, Firewatch still creates a constant feeling of paranoia that is always lingering in the back of the player’s head. During the day, gorgeous swaying trees, sunlit rocks, and lush bushes take the players’ breath away, but during the night, they become the players’ worst fear. Is there something or someone behind the rock? Was that a person or a bush in the wind? There is only one instance of violence in the game that occurs in the very beginning. However, that one instance is enough for the player to never forget throughout their whole playthrough.

 

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