Starting this week, Ben Adams and Matt Belinkie are shouldering their packs, applying a generous coating of bug spray, and hiking deep into Firewatch, the long-awaited debut game from San Francisco-based Campo Santo. The first part of this diary will be spoiler-free.
Matt Belinkie: I can tell you the exact moment Firewatch jumped onto my must-play list. The original trailer hit in the summer of 2014, and it’s certainly a thing of cell-shaded beauty.
But there’s one line of dialogue in particular that captured my imagination. Henry, the forest ranger protagonist, is arguing with his supervisor Delilah over whether the job is safe. She ducks the question by asking, “Why are we even here?” He shoots back, “To make sure the damn wilderness doesn’t burn down.”
“No,” she tells him. “Our job is to be here when that happens.”
Adams: Firewatch came up on my radar a lot later than that – a friend tweeted about preordering it, and I started Googling around about it. I’m a sucker for National Parks, so the setting intrigued me right away, and the early reviews made it sound like something I wanted to give a try. I only got back into computer gaming in the last few months, and most of my time has been taken up with the uber-kinetic FPS Destiny, so the prospect of something so completely different really appealed to me.
Belinkie: I wonder how Shyamalany this game is going to be. It’s apparently about a guy alone in the woods who starts seeing mysterious and threatening things (based on the trailer). There’s a decent chance that either the woman on the walkie talkie is a ghost, or he’s a ghost. But I really hope not! I have conflicting feelings about the mystery at the heart of this game. Obviously there’s no game without it, but I don’t want this to be an episode of The X-Files.
Adams: I’m very much hoping that there’s no hard-left turn Shyamalan-esque twist like ghosts or something. I’m sure there’s a deep dark secret, but I’m really hoping it’s a little more pedestrian and rooted in character work. My guess is that the hints at something ghostly or otherworldly is going to be more of a comment about the power of isolation and the difficulties of companionship, as opposed to something actually otherworldly (or even something as extreme as criminals or spies or something).
First Impressions
Spoilers for the first ten minutes of Firewatch follow.
However, I want to look at this story critically, and it must be said that “beautiful wife suffers a tragic illness” is a bit of a cliche. We just finished a comprehensive study of Nicholas Sparks, and that’s right out of his playbook.
But for some reason it didn’t strike me as cliche here. I think even the minimal amount of interactivity helps it feel different, and the lonely mountain/forest setting matches the backstory pretty much perfectly.
Belinkie: Why do we think the writers wanted Henry’s marriage to end in this rare and unlikely way, instead of having them simply get divorced? Henry’s in a very peculiar situation where his wife is alive and yet irretrievably gone forever, and I wonder how that sense of being stuck in limbo will factor into the plot.
Adams: I think the disease instead of death or divorce helps explain why someone would choose a job like “manning a tower by yourself.” It’s one thing to have a sad thing in your past — it’s another to have an ongoing tragedy with no real end in sight.
For the record: German Shepherd.
Ben and Matt will be playing through Firewatch over the coming weeks, and sharing their impressions in these diaries and in a special podcast available to OTI members. The woods are lovely, dark and deep — let’s do this.