Hearing a strange signal by the lake, Henry goes to investigate and gets knocked out, only learning after that somebody has been recording his private conversations with Delilah for weeks. The teens later go missing, with Henry as the last person to have seen them. The game's main series of atypical events begins with two drunk teens vandalizing the Two Forks lookout tower and cutting the communications wire. The main complaint I hear regarding the ending is that the game provides little payoff for an immense build-up, a claim which is, for the most part, true. The game is also historically accurate-set a year after the Yellowstone fires of 1988, it makes sense that "Turt Reynolds" and " Shelley Duvall" are among the name choices for Henry's found pet turtle. Naturally, Henry's not too physically fit-he's a bit heavy, his running pace is probably slow for most players, and climbing over boulders takes just the right amount of time so that repeatedly doing this gets annoying. Players share a connection with Henry-apart from controlling his actions and dialogue, most players, like Henry, have not been fire lookouts, and the Wyoming wilderness is unfamiliar territory. However, I still wanted to share my thoughts.)įirewatch is a game grounded in reality. Letting it "sink in" is required to get its full effect, similar to many other narrative-focused games which often cause crucial paradigm shifts even after formal gameplay has ended. (In updating and editing this a week or so later, it seems people are a bit more content with the ending now. On escaping the June Fire, but wanting moreįirewatch came out recently, and it seems a lot of people have been disappointed about the ending.
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