"People take this job to get away from something." said Delilah, and that is including herself. Just a troubled human being causing trouble to other troubled humans. So there’s no conspiracy stuff, no mad scientists, no secret government organization and all that. He freak out that Henry will find out about his son and assume that he murdered his son, that's why he try to scare Henry and Delilah away but eventually failed as both found out the truth. A PTSD-sufferer named Ned Goodwin who fled to the wilderness due to his guilt for his son's, Brian Goodwin, death. This anticlimax ending is a let down for many people, and honestly, for me too because of the ‘thriller conspiracy’ that I thought existed turns out to be the work of none other than an escapist as well, just like Henry. You can't make Henry reflect a piece or two of your personality. That's the kind of person Henry is, and you can't change that. No matter which actions you choose, Julia will ultimately quit her job due to her illness. The only options are a.) Convince her not to take the job, b.) Let her take the job but make her promise to commute (da f**k, man?). Conclusion: Gameplaywise, your choice doesn't really matter.įor example, there's a part where Julia gets a job offer at a different city, which makes her need to move, but Henry don't want to. Firewatch, though, take you through the same path, to the same ending. I know it's pretty much like any other games, but the different is that they lead you through different paths first. Choices you make lead you to the same ending. That's where you may not like the decision-making in Firewatch, due to the non-existing 'character shaping' that you probably expect. As in, do you want your character to be kind-hearted? Having no empathy? A sarcastic motherf**ker? Etc. In (most) games, dialogue wheel is not only function for conversation, but also shaping the player's character. If free adventuring and character that can reflect a piece or two of you whether or not he/she is a pre-determined character is what you seek, this game might not rub you in the right way, because it's not that kind of game. The more he investigate further, the more you'll think that it's some mad scientists experimenting on them, with hints of such a thing here and there, plus the seemingly 'their' research encampment that Henry found which strengthen it.īut, what do these beautiful aspects are for? Where do they lead? What's behind them? About halfway through the game, Henry found a transcript of his entire conversation with Delilah for the past weeks. Walking around doing your tasks as a firewatch and investigating the so called conspiracy isn't tediously boring. You can have an entertaining conversation with Delilah whenever you see just about anything other than cottonwood and aspen trees, which makes you want to get to know Delilah more and how this flirtatious friendship that point towards possible romance goes. The atmosphere that changes based on the time of day makes the same environment, which is absolutely stunning, could have different feel. And not some trouble that normally handled by some ranger or park guard like some drunken teenage girls lighting up fireworks, but trouble that looks and smells like some human experiment that makes your conspiracy senses tingling. Not long after Henry gets comfortable with his summer job with Delilah, trouble starts showing up. Having a long conversation or some short casual or silly chit-chat did nothing but made me interested with the two characters and their relationship. Voice acting is a big determining aspect of the game, and it did so well in that regard. Henry and his new supervisor Delilah stay in touch via walkie-talkie as she talk to him from her lookout tower on the other side of the woods. It's Difficult to Say Good Bye to Something Beautiful Despite not having meet each other in person, not once.Ī photo of Henry and Julia. The seemingly suck escape for Henry turns out to be quite the joyful one because he meet a nice person who keep him company, real nice that it's not easy to part ways with her. She lost everything she worked for, taken home by her parents from Henry, and now in his late 30s Henry took the firewatch job as a temporary escape. The main character, Henry, failed to take care of his wife Julia who is suffering from worsening early onset dementia. It's a cute "remember how we met?" story that ended up in a happy marriage that sadly went downhill. The game begins by telling the main character's past where he first met his wife at a bar.
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