3/11/2024 0 Comments Different endings in firewatchHenry seems to have had a harder time with that than Delilah. Both Delilah and Henry were out there, escaping life, hoping for a little excitement, but maybe they now realize that there's no real escape and you need to face your issues head on. My thoughts - Everyone wants the big, dramatic, supernatural/conspiracy-laden ending, but sometimes life is simpler than that. I know a lot of people have had a problem with the ending, but I was fine with it. I love the feeling after playing a game, where you wonder what will happen to the protagonists afterwards, before you come to your senses and realize it's fiction. I wanted it to be longer, just because I enjoyed the game world and characters, but that's not to say that I thought it was unreasonably short. The visuals were fantastic, I just wanted to keep taking screenshots. I've seen enough that I'm pretty sure this is a special game, so I'm setting it aside to start over and complete it in one immersive sitting during the weekend.įinished it last night. That might sound like a contradiction to my comment that the game seems well-crafted and polished, but as far as I recall Gone Home is the only game to provide such a useful function. There's a lot of picking up and examining things, and after Gone Home, sloppily dropping items after you're done with them feels dated and clumsy. I really wish Campo Santo had implemented something like Gone Home's "put back" function. If you ever forget what to do next, the "goals" appear when you look at your map. I'd suggest turning off the "new goal" alerts as well. I also agree with the suggestion to turn off "Show Location" in the settings. I wish there was an option to turn them off after you understand how to play the game. If I really try to categorize it, I'd say it's a lot more Gone Home than Dear Esther, with hints of The Stanley Parable and The Walking Dead. Something about it looks and feels like a polished passion project. It looks and feels like a design completed with meticulous craft and consideration, from the tight and original opening to the gorgeous and consistent illustrative art direction. I imagine this will be one of those polarizing games where people argue about whether it's a "game" or not, and argue about its cost relative to how much gameplay you get.īut whether you like this sort of thing or not, the execution seems exceptional so far. I'm just a little over an hour into it, but I'm really impressed so far. I think I'll do this, there are plenty of signs and paths, and you have a compass, and seems like it might be a bit more immersive to navigate that way. I probably would have played for several hours if I wasn't so dog tired last night.Įdit: One thing I read out on the net somewhere is that the first thing you should do before playing is to go into options and uncheck "show location on map." By default, your current position shows up on the map as big red glowing circle. Overall, good though, I'm anxious to get back to it. Not sure why that's all necessary, maybe to keep the pace of the game slower? You can jog though if you want to. Same thing for climbing up/down a rock ledge, or jumping over a gap. One thing I've found a bit annoying so far is that some of the movement is not very fluid - if you see a log in the path, you get a on-screen text prompt that says "Press space bar to jump over" and then the game breaks into this animation of you hauling yourself over the log. I personally wouldn't compare it to Dear Esther because there's actually stuff to do besides walking around. They've thrown in just a couple of mysterious little bits that lets on there will be several layers to the story and makes you wonder where things are going. The exploration so far is fun, you get a map early on and can see all these different places to visit, which kind of sucks you in. There's an intro that's mostly text, but it does a great job of setting up the story, and almost had me a little weepy. I played for about an hour, and it's an interesting game so far.
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