I finished Firewatch today, and even though some parts of Ned's contribution to the story fell flat for me (Wapiti Station, for example), I thought it was a really memorable journey throughout. It was a unique, gorgeous game, with well-defined characters, interactivity and exploration. The art direction was impeccable, and the UI was stylish and clean throughout. It was a non-stop feast for the eyes. (I loved taking photos with the in-game camera.) Also, thank you to Camp Santo for my new favourite PS4 theme!
Along with the gorgeous world, what really stood out to me was the sharp and genuine writing on the characters. Delilah, Henry, and even Ned were all well-rounded human beings who had made some potentially shit decisions. It was interesting to see how they were dealing with the choices they had made, and the choices they still had ahead of them. The parallels between them were compelling as well. There was a bit of sad optimism to the ending, with Henry and Delilah (hopefully) having a positive effect on each other. The way I played Henry in my game, he did end up having a bit of an emotional affair with Delilah, but he also told tell her to go to Santa Fe in the end. I hope they'd meet up and have a friendly drink someday.
Props to Cissy Jones, her voice work on Delilah has to be one of the best performances I've ever heard in a video game. Because she gave such a natural, charismatic and genuine performance, I spent a lot of time interacting with everything and anything I could just to hear more dialogue from her. One of my favourite moments in the game was carrying timber to the top of the tower to fix the window, whilst Delilah and Henry were snarking at each other in posh English accents. Coming off the wonderful Life is Strange very recently, I couldn't believe that Delilah also voiced Joyce Price! Never picked up on it. She's just incredible.
My map/compass skills have always been atrocious (I did not volunteer for leading any camp-related bush orienteering when I was a kid!), so I groaned out loud when I realised what I'd be utilising to explore Shoshone National Forest. I was surprised how much I ended up enjoying the experience, and it was satisfying gradually accruing more tools to open up more of the map. My favourite example of this was stumbling into the impenetrable over-grown foliage at the beginning of the game whilst trying to get to the girls' fireworks display. Of course, I couldn't get through, and spent the rest of the game curious to see where it would lead to. It was only at the very end of the game when Henry needed to evacuate, and I had spent five minutes slightly lost due to the smoke (and not using my compass properly!) that I stumbled across my favourite over grown foliage once again. Alongside Henry's not-axe, it was my ticket to freedom.
I found the ending quite intense even after the post-Ned revelation, as I was a bit concerned what would happened to Henry next. I felt abandoned by Delilah after she'd taken the evacuation helicopter and left, and wondered if the helicopter wouldn't return for Henry. I also didn't realise the helicopter could leave if you held Henry back, which is a fantastic - and devastating - conclusion to his character arc.
I am a bit surprised people are saying Brian was barely referenced, as I felt Brian was mentioned quite consistently throughout the story. I spent the game wondering where the plot thread was going to end up with him and Ned. That being said, I don't remember how much of that referencing was optional through object interaction, so the criticism may be fair enough.
Max Landis' comment of Firewatch 'reminding (him) unintentionally how pointless and distracting video games are' genuinely annoys me. Even with the weaker parts of the game, Firewatch is a fantastic example to me why gaming is an incredible medium with such an exciting future ahead of it. The exploration of the world, the use of the compass/map, the detached yet simultaneously incredibly intimate interactions with Delilah - all things that are not possible in any other medium. Sure, you could have a film adaptation where you still have Delilah communicating with Henry via radio, but the added interaction via choosing Henry's dialogue takes it to a different level. My Henry's relationship with Delilah is different from that of another player's. It's also interesting that between SOMA and Firewatch, some of my most recent memorable gaming experiences have been interacting with a character over a radio.
I do also have to disagree with Mr Landis, because a video game felt like the perfect medium to explore this kind of story. I'd also rather a concise, experimental experience than five seasons later and getting burned similar to Lost or the Battlestar Galactica reboot. Firewatch's ending didn't really come out of left field, either, like the ME3 ending. The Ned/Brian sub plot was set-up very early in the game.
I can understand that some of the backlash is because the game's story ended up being a twist on the genre from what was advertised. That being said, I'm also surprised by some of the reactions because the prologue immediately sets the tone of the game. Without its inclusion, I'd be angry, too. Since the prologue was there, I'm a bit baffled how one could play through the beginning and not realise that Firewatch was going to be a more personal, character driven game, and that Henry's complicated feelings towards Lisa would be the main direction for the game's narrative. Even though the prologue was an engaging, I'd be lying if I didn't feel deflated when I realised that the game was not going to be what I expected from the trailer. I did spend my time with Firewatch wondering 'okay, where are they going with this?' because at the end, it all did have to come back to Henry, Lisa and whatever decision he would make next. I did think that the game resolved this beautifully, as Henry's and Lisa's situation doesn't end up with a magically correct answer. Delilah's past and her actions in regards to Brian made an interesting parallel.
...I'm also so relieved the game wasn't a metaphor, or that Henry wasn't the one with Alzheimer's. I also appreciate that the story is set up in such a way that you can still take it that way, if you'd like.
I would have liked the game a lot more if it didn't have any of the fake conspiracy stuff or any of the stuff with the dead kid. Just make it about a lonely guy and a woman with a troubled past and their relationship. It felt like the fake conspiracy stuff was just shoved into the story because they had to make it more video gamey.
This is how I feel as well. I think the conspiracy stuff/father kid story would still be fine but as a B plot but it shouldn't have become the main story. The story setup and a good portion of this game was looking like it could be the videogame equivalent of Lost in Translation but then the focus completely shifted. Even with the story as is I don't think it earns what its trying to go for. Still enjoyed it a ton since I love the location, looks fantastic and its well voiced but its a shame the story didn't quite hit the mark the way it could have.
I think these comments are absolutely fair enough, too, and make really good points. Ned interfering with Wapiti Station didn't work for me quite so much, as it suddenly felt like we'd had a different genre change up. I didn't mind the inclusion of Ned and Brian to the overall narrative, but I don't think they were integrated quite as well as it could have been. I did make my peace with it a lot more after seeing the photos of Ned and Brian in the credits, as it gave a tangibility to Ned as a relatable character who loved his son but had made some terrible mistakes. I have to admit, I also would have loved Firewatch to be a straight-up horror/thriller, too, even though what it became instead was something just as special. The experience of travelling through an isolated world and knowing you were being stalked was very memorable, especially after the girls went 'missing'. (I may have yelped when Ned knocked out Henry with the torch.) It was exciting to finally see another human being face-to-face in the helicopter at the end of the game.
All that
extremely TL;DR blather aside, I can't wait to see what's next from Camp Santo! I'd also love to buy a map replica of the Shoshone National Forest with Henry's notes to remind me of my lazy compass failures. Take my money!