zophar53's Blog

Posted on Jun 3rd 2016 at 12:00:00 PM by (zophar53)
Posted under Firewatch, Modern games, walking simulator, narrative

[img width=700 height=393]http://i1378.photobucket.com/albums/ah83/zophar53/RF%20Gen%20pics/Firewatch/Firewatch_Title%20screen_550_zpsfdqpw9nv.jpg[/img]

One of the most interesting and recent evolutions of the adventure game genre is what many have dubbed the "walking simulator." In a similar way to visual novel games like 9 Hours, 9 Persons, 9 Doors and Danganronpa, their minimalist approach to gameplay and action allow the story to become the primary focus. Despite claims from some that these are not "games" in the traditional sense, the fact that we've benefitted from some excellent story telling from this space in recent years can't be denied.

Three of the best walking simulators in the past few years are Gone Home, Life is Strange, and the debut game from Campo Santo, Firewatch. I've just come off playing the latter two in fairly close succession, and boy have I been having a lot of thoughts about them lately. I had high hopes going into Firewatch, as the developers have some serious pedigree both in games media and production. Unfortunately, right from the start I found myself struggling to connect with the characters and had trouble reconciling the story it seemed to want to tell, the choices I was being given, and where I expected things to go. This continued throughout the game, and I was ultimately unsatisfied and conflicted.

**Be warned: there be spoilers ahead! But if you're interested in this game, it's only about five hours long so it won't be hard to play it through and come back**


Continue reading Firewatch - A Lesson in Wanting to Like Something


                                                                                                                                                                                                                                               
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