Firewatch: The Mystery That Wasn't... And Why That's Okay.
Prologue - Firewatch


The one thing that I've absolutely come to love about video games is how they can be used to tell interesting stories. Even more than that, how video games can make players feel while experiencing those stories. Video game narratives have come a long way, and some of the best ones have you enveloped in grand adventures, saving the world from some catastrophic threat, or putting you in the center of some grand mystery that has a profound, life changing message at the end. Firewatch is none of these things, and that's honestly my favorite part about the whole experience, and why I think that's absolutely okay.

Firewatch is a first-person narrative adventure that's set in the Wyoming wilderness in the late 1980's. Players take control of Henry, a man who takes a job as a fire lookout in order to escape the pressures of his personal life. We learn in the first few minutes of the game that Henry's wife Julia has become ill and is now living with her parents. Henry has a hard time dealing with this and everything that's lead to this moment, and it largely drives his desire to seek solitude, and the job of a secluded fire watcher seems to be exactly what he needs. Over the course of the game, Henry will interact with his supervisor Delilah via a handheld radio, and much of the game is built upon Henry and Delilah's interactions. As the game goes on, Henry and Delilah form a deep, evolving bond with one another. Each of them are struggling with issues in their own lives and how they learn about each other and connect through their shared but differing backstories is the heart of the game's experience. The best part about these conversations is the game gives you the ability to shape your relationship with Delilah based on how you respond in conversation or what information you choose to reveal about yourself.

Firewatch isn't just about the conversations you'll have, though. While you'll often have specific objectives you need to accomplish for the story, you're free to roam around the vast wilderness that serves as your territory. The visual presentation is what you'll notice first and foremost. The art style and setting are beautiful and it's hard not to feel immersed in the world. The presentation really captures the loneliness and serenity of being out in nature and I found myself wandering around for no other reason than because I could. The game uses music sparingly and I actually enjoyed this. It was nice just walking around, listening to the wind blow and the birds chirp while I learned the lay of the land. When I found something interesting, it often lead to me being able to call Delilah, which allowed me to get to know her more and enjoy some great banter between her and Henry. As you explore and move around the area, you'll often consult your map and compass to get around and while that sounds super boring and mundane, I really felt like I was in the wilderness somewhere figuring out how to get around. I honestly felt like a fire lookout, and this area was mine to know and protect.

As the story progresses, Henry and Delilah find out that there's something going on in the Wyoming wilderness. Henry comes across an unknown individual and after this, strange events start to happen. It's through these events that Henry and Delilah's interactions really make the experience for the player. I was pretty hooked on the narrative almost as soon as the game started and it kept me hooked for the entire game. This is a huge testament to the story itself, but also the stellar voice acting the game has on offer. You felt the emotions of both characters and those emotions often drive your own actions. As you barrel towards the end of the game, I really felt connected to Henry as the main character and I genuinely had a bond with Delilah and cared for her and what you learn she's going through as a person. But would Henry and Delilah find peace for themselves by the stories end? Or have they just been using each other as a temporary escape from the things they can't let go of?

While I largely enjoyed my time with Firewatch, I can see why some may struggle with this game. One thing that was hit or miss for me was the pacing. Firewatch is a slow, methodical game and it's designed that way so the player can have more of a slow paced, almost "meditative" experience. And while this will absolutely resonate with some, others may find it boring or frustrating at times because there really isn't much to do other than walk from one place to another while occasionally enjoying a conversation with Delilah. Some objectives had me going to a location I've never been before and it could take some time figuring out how to navigate the trails in order to get where you need to go. The map is certainly helpful, but I often found myself lost and turned around. And if Delilah isn't around to talk to in order to pass the time, it can be really boring moving around and looking for that one path you missed. Beyond all that, since the game seems to end the same way regardless of your dialogue choices, I didn't find myself really wanting to play this game again. I would have loved incentive to dive back into this world but once the experience was done, it was done for me.

And that leads into something I know is divisive for a lot of people who have finished this game. Firewatch's ending. I won't spoil anything here, but personally, I really enjoyed how this game ended. I felt like it was really grounded and realistic. There isn't really a definitive "ending" or "conclusion" to the specific narrative beats you experience per say and, it's up to you as the player to decide what fate has in store for our main characters after the credits roll. But I can absolutely see how that would disappoint players as well. The game does a fantastic job of building up Henry and Delilah's relationship amidst an intriguing mystery, and the payoff at the end probably isn't what people were expecting. I know I was disappointed at first, but it wasn't until I sat back and through about my experience as a whole that I decided the ending was perfect for me and what I wanted out of a good story.

And ultimately, that's why I'm okay with the ending and the overall Firewatch experience. This game goes a fantastic job of putting you in the main character's shoes. You genuinely empathize with him and the reason he took the job of a fire lookout in the first place. It made me think about how we use escapism to deal with grief, depression, and what it is we really want out of my own life. And while the term "escapism" is often seen as a bad thing, used correctly it can really help put things in perspective and give a person the push or direction they need to move forward. As Delilah herself says, "You are here, and it's beautiful, and escaping isn't always something bad."




"Prologue" from Firewatch (Campo Santo, 2016). Downloaded via KHInsider. All rights belong to Campo Santo.