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Giant Bomb Review

156 Comments

Firewatch Review

4
  • PS4

Campo Santo's debut adventure offers up a taut mystery built around two tremendously engaging characters.

Henry is a coward. Not one of those sniveling, cartoonish cowards you frequently see portrayed as villains in various entertainments, but an average one. The kind of mundane, run-of-the-mill coward just about anyone could find themselves becoming if the right (wrong) combination of circumstances happened to befall them. The circumstances that befall Henry would test anyone's resolve, and as much as we'd all like to think we'd persevere in the face of such a test, the greater likelihood is that many of us would do as Henry does: we would flee. We would look for the furthest place from the source of our guilt we could find, and we would hole ourselves up there until someone or something pushed us back toward civilization.

What is Firewatch? It's a first-person mystery adventure game. What, you were expecting a more complicated answer? I can't imagine why...
What is Firewatch? It's a first-person mystery adventure game. What, you were expecting a more complicated answer? I can't imagine why...

In Henry's case, that place is the Wyoming wilderness during a particularly dry summer in the 1980s. He's taken a temporary job as a lookout for the park service, tasked with keeping an eye out for signs of wildfires (among at least a dozen other unadvertised responsibilities) in almost total isolation. His only contact is Delilah, a coordinator of sorts for the various lookouts in the park, who he only speaks to over a radio. In theory, this should be the perfect place for an ashamed man to decouple himself from the eyes of the world and wallow in his own self-pity, but almost immediately after his arrival, things begin to go terribly, strangely wrong.

This is the premise of Campo Santo's Firewatch, an excellent mystery adventure game in the vein of Fullbright's Gone Home and Telltale's various licensed properties. Presented entirely from the first-person perspective, Firewatch puts players into the squat and stressed body of Henry as his shame-filled sojourn turns potentially hazardous. Via light interactive mechanics, familiar conversational choices, and spectacular production design, Firewatch unspools a taut and fascinating mystery that remains gripping for the vast majority of its four-to-five-hour runtime.

In order to talk about what makes that mystery gripping, and how it occasionally falters, I will have to talk about Firewatch's story, at least in broad terms. If you have any interest in Firewatch, and want to remain purely unspoiled before playing it, take this as a recommendation that you do so. Stop reading here, and go play it. For anyone looking for a bit more detail on what goes on in Firewatch, read on.

Firewatch's greatest strengths are its attempts to make the player feel completely cut-off from the world. Given that the game takes place before the proliferation of consumer-grade GPS, you have only a map and compass to guide you, which you must manually bring up and zoom in on. The little icon denoting your place on this map is Firewatch's sole major concession to video game convention. There's no UI to speak of, no directional arrow showing where your next objective is, no meters or other screen clutter to distract you from the environment you're tasked with exploring. That environment is largely wilderness, albeit a highly stylized (and surprisingly linear) version of it. If you've ever seen those classic WPA National Park posters, Firewatch's environment feels drawn straight out of them, painted with beautiful, bright pastels, and lit by a sun that at once feels realistic and otherworldly. Though opportunities for exploration are limited in Firewatch--the story shuffles you along a mostly set path--it's an environment you'll nonetheless want to poke around as much as possible, especially once you acquire a little point-and-shoot camera not too long into the game.

Yet at the same time, the park offers up a haunting quality. Moments carefully placed throughout the story feed a growing sensation of deep paranoia in the player, giving you the sense that the wide open spaces you're trudging through could produce peril at any given moment. It helps that Henry feels like a physical presence in the world. You see his stubby hands as he fumbles with the radio and other objects, hear him huffing and puffing as he climbs ropes and jumps down from ledges. There's a sense that there is a real person here, and not a particularly powerful or even capable one, leading to a perpetual sensation of vulnerability. The game's minimalist audio also aids this sensation, underscoring the tension with rustles of trees, snaps of branches, and your own footsteps, with only periodic invasions by a moody, low-key soundtrack.

Firewatch's central mystery does a great job of building dread without having to resort to constant jump scares or similar tricks.
Firewatch's central mystery does a great job of building dread without having to resort to constant jump scares or similar tricks.

Of course, you aren't completely cut-off. Delilah is often, if not always there, a simple radio call away. Delilah's presence is imperative to Firewatch's story. At the outset, she exists primarily as a mission giver. Over time, she becomes something more nebulous. She exists as both an ally and a possible antagonist. Her statements don't always add up, but often enough they do, so as to keep you wondering. You interact via a walkie talkie you carry around constantly. When a conversation begins, you hold down a button to pull the radio up. This presents you with multiple dialogue options. If you've played any recent dialogue-focused adventures, you know what's happening here. You pick the statement you think your version of Henry would make. There is usually a friendly answer, a less-friendly option, something witty or sarcastic to say, or you can just say nothing at all.

Interestingly, these dialogue choices don't feel like they feed into any greater notion of player choice affecting the story. Occasionally an untoward response can lead Delilah to cut you off for a time, but that only lasts until the next big story beat. There's no big tally at the end of Firewatch that shows how many players chose one Big Player Choice versus another. At no point does the game indicate that Delilah will remember that.

Instead, Firewatch's dialogue seems largely constructed to help the player shape their vision of Henry. Nowhere is this more apparent than at the beginning of the game, which sculpts Henry's backstory through a series of text-based prompts. The core beats of that backstory will always be the same, but how Henry chooses to react to those beats is left to the player. That's true of the rest of the game too. If you've played any Telltale adventure, especially the excellent first season of The Walking Dead (which Campo Santo's Jake Rodkin and Sean Vanaman worked on), this makes sense. There is a story here that is going to be told no matter what. You are given a degree of wiggle room to affect that story, but nothing more than that. There aren't wildly varying endings to experience, no major branching paths beyond the overgrown trails of the park. And that's OK.

It's OK because that story is mostly excellent. The relationship between Henry and Delilah is well-built, and each character is given ample room to establish nuance beyond the player's initial impression of them. The respective performances from Rich Sommer and Cissy Jones are a huge factor in that. Sommer in particular nails the schlubby, awkward notes of Henry perfectly. The only knock is that dialogue occasionally leans a touch hard on quippy back-and-forth between the pair, the kind of writerly cleverness that sounds great as rhythmic dialogue, but doesn't necessarily feel true to how these characters, as distinctly human as they seem, might talk.

Firewatch also occasionally betrays its own tension, sometimes very much on purpose, sometimes seemingly not. At its peak, Firewatch is reminiscent of the great paranoid thrillers of the '70s and early '80s. As mentioned before, as the mystery unfolds, a series of small, but increasingly stressful events take place that fuel what becomes an almost unbearable feeling of tension. A huge element of that is the environmental design--rarely has a game induced such dread in me through little more than subtle shifts in lighting and color--but the elements of the mystery play a big part as well.

The key thing, and the thing I think a number of players will find themselves hung up on once Firewatch's credits roll, is that the game is ultimately not quite what it indicates itself to be. It offers up numerous red herrings that misdirect the player while building to a smaller, more personal conclusion than the scope of the mystery initially purports.

This is not a bad thing in itself. The way Firewatch pulls its various pieces together, the way it untangles itself in direct parallel to Henry's own guilt-ridden existence, is very nearly masterful. But there are elements of that build-up and payoff that don't completely work. The story is a little too willing to quickly write off certain story threads, and not every piece feels completely, or even satisfyingly, addressed. The conclusion lands with intended effect, but as you start to go back and pore over every scenario the game presents you with, it doesn't all quite add up as well as you might hope.

This game is straight-up gorgeous, but regrettably suffers from not-insignificant hitching problems on the PlayStation 4.
This game is straight-up gorgeous, but regrettably suffers from not-insignificant hitching problems on the PlayStation 4.

There are also pacing issues. Firewatch suffers from an opposite problem to another recent outdoor adventure game, Night School Studio's Oxenfree. That game had terrific first and third acts, but felt like it was largely missing a second one. Firewatch rushes a bit through its establishing scenes and aims you toward closure with similar haste. Its middle, which makes up the bulk of the game, is brilliant. Yet it felt like scenes that would have more thoroughly established the evolving nature of Henry and Delilah's relationship early on, and tied up the individual threads of the plot in more organic fashion, were perhaps left on the cutting room floor.

Ultimately, those criticisms do not prevent me from enthusiastically recommending Firewatch. Its occasional stumbles are largely dwarfed in comparison to the things it achieves. Its aesthetic pleasures are obvious even in screenshots, but its true triumph is in its confident storytelling. It is a game assured enough to deal heavily in the familiar tropes of the thriller genre while ensuring that the more personal story of its carefully crafted characters shines through. It is a game willing to take a hard look at the prisons we build around our more shameful transgressions, the isolation we inflict upon ourselves to keep the rest of the world from seeing our failings. It is a game about facing the menace of the external, insurgent elements that violate those self-imposed boundaries, like a creeping fire that suddenly, without warning, burns out of control. It is a game about fucked-up people that feel, genuinely, like fucked-up people. It is a game you should absolutely play.

Alex Navarro on Google+

156 Comments

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deergomoo

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So this is what Firewatch is.

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kasaioni

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"It's a MOBA".

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Variant3

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Been following Firewatch through Idle Thumbs for some time now. Really looking forward to diving in!

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TheLastJD2

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"but regrettably suffers from not-insignificant hitching problems on the PlayStation 4." Having played it for a couple of hours on the PS4 today I can say the hitching does detract from the exploration/sight seeing element of the game. It happens enough to be frustrating. I briefly played the PC version and it just doesn't have those issues from what I've seen.

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cursed_potato

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I wasn't sure what this game was and now I know. I will pass on it till comes in lumped in some bundle or something.

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TheWyotee93

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Good review Alex

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TanookiSuit

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Maybe give it a couple weeks for performance patches on the PS4 (Hopefully?) Otherwise, I'd really like to play through this.

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tiffanytryhard

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Superbly written review, Alex. I was hoping this game would be a bit less linear, but it sounds like it's worth a look.

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LightlySalted85

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Bit odd that the comment on "not-insignificant hitching" is a caption rather than a part of the main review text. Surely if it was "non-insignificant" it would have been mentioned in more detail?

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lasse_momme

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Wonderful review as always Alex, absolutely spectacular. Your writing is still some of my favorite content on GB.

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TheMainTank

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Edited By TheMainTank

Can't speak to ps4 performance, but runs pretty well on my scrap heap pc. There is definitely occasional hitching, but I wouldn't call it significant. My bar was set pretty damn low after XCOM 2's performance and stability, though.

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alex

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@lightlysalted85: There wasn't a good place to fit it in the flow of the main text, but I wanted to make sure it got mentioned somewhere. It's not game-breaking in any way, but I noticed it enough to want to call it out.

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GaspoweR

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Great review, sir.

I watched a streamed playthrough of this game on Cohhcarnage's Twitch channel and his feelings when he finished it is pretty much summed up in this paragraph on Alex's review:

"...But there are elements of that build-up and payoff that don't completely work. The story is a little too willing to quickly write off certain story threads, and not every piece feels completely, or even satisfyingly, addressed. The conclusion lands with intended effect, but as you start to go back and pore over every scenario the game presents you with, it doesn't all quite add up as well as you might hope."

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Homelessbird

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Guess I have time to play more X-Com while I wait for them to patch this on PS4

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petethepanda

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I've been in the market for a hobby-grade adventure game lately.

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Nyhus

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Just finished it, and i mostly agree with everything in this review, except the dread part. To me, the game felt tense at times, but never dreadfull or 'scary'. Im not the least into adventure games, the first season of The Walking Dead is the only adventure game Ive finished this decade and actually enjoyed pretty much from start to finish, yet I probably enjoyed my 4 hour Firewatch experience even more. There are a few plot details weirdly left untouched later in the game, and some logical inconsitencies, but fantastic characters, an engaging story and fantastic graphics made it a wholly enjoyable experience.

I will for sure recomend Firewatch to my friends.

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billymaysrip

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Edited By billymaysrip

This is an amazingly written review. I love video content, but man do I miss the witty and precise writing of old GS.

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prezabelincoln

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I was drawn into this game way more than I was expecting. The relationship they build between Henry and Delilah is amazing. The hitching on the PS4 was enough to ruin a lot of the tension building segments for me. There is nothing like running through the woods in what feels like a tense moment and have to stop and stand still to prevent myself from getting dizzy from all the hitching. Overall it was an great game that did leave me wishing there was a little more there to explain some of the story threads.

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Oni

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I don't know, I wouldn't call (my version of) Henry a coward. I had him try to take care of Julia himself, until ultimately he just ran up against his limitations as one person, and her parents took her away. I can't even imagine taking care of someone with early onset Alzheimers. I think it's perfectly okay to want to do what Henry did afterwards and just get away for a while. That's just being human. Henry's not perfect, but I wouldn't call him a coward. Delilah is just a mystery wrapped in an enigma. What we don't know about her could fill a book.

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RichardZk

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Edited By RichardZk

He's calling Henry a coward because he's not taking care of his wife who has early onset dementia. Having done volunteer work with people who have early onset dementia, its really really rough, and a statement like that is an insult to a lot of great people I know.

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Homelessbird

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@richardzk: That seems like something to put in spoiler text, maybe? I certainly didn't know it yet.

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RichardZk

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@homelessbird: I guess? it's the first minute of the game though.

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alex

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Edited By alex

@richardzk: I didn't call him that specifically because he isn't choosing to take care of his wife, but because he's running away from his problems. I call him that because I, too, have chosen to run away from my problems at times in my life, and I can accept that it is, inherently, a kind of cowardly thing to do. It's a cowardly thing that a lot of people do for a wide variety of reasons. Not everyone can handle the weight of their problems and sometimes extricating yourself from a situation is necessary, even if it feels awful, shameful even.

Also, I've had multiple family members suffer from Alzheimer's, Parkinson's, and other forms of dementia related to old age. My aunt has the early stages of Alzheimer's right now. I know how awful it can be, and how difficult it is to face that. I am in no way trying to insult anyone who has difficulty handling a situation such as this, just commenting on the situation Henry finds himself in at the beginning of the game, one that I tried to express some sympathy for. Maybe the term I used was too loaded, but I didn't know what other word to use.

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eternalshades

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@alex: An overwhelmed soul looking for escapism?

hmm... doesn't really roll off the tongue all that well =/

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AMyggen

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Great review, game looks amazing.

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SomeJerk

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Edited By SomeJerk

The way the performance issues get talked up on a certain forum that far too many of the industry of press and development praise and bow down to makes it sound like a badly done 3D Saturn game: Don't listen to those people ever. Game's very playable despite the ugly hitching that better have been on the fix-list since before the PS4 version went gold.

(Okay the "very" does not belong in "Game's very playable", the hitching is interfering with the inputs more than GTA5's PS3 FPS ever did for me in SP..)

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A_Faceless_Name

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The PS4 version definitely suffers, but that didn't stop me from beating it in one sitting (aside from two restarts for technical BS).

Hell of a game at any rate.

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Ampatent

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I love the setting and sarcastic nature of the dialog in this game and I'm strongly considering purchasing it, but my only concern is how much I'm going to get for my money. Can anyone comment on the length of the game in numbers of hours?

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CivilizedWorm

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Edited By CivilizedWorm

I was surprised to find that the game was only 3 hours long after hearing people say it's like 6 hours long.

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Homelessbird

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dovah

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Alex is a great writer. Thanks for this review.

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LeStephan

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Man that ps4 version is day/night compared to the pc version in the 'what is'. There are so few trees sometimes it looks kinda weird . Enjoying the actual game tremendously, just too bad that it looks kinda ugly sometimes and runs REALLY sloppily and Im not one to be bothered by that stuff easily. The skybox+lighting are pretty great looking though as well as just the whole art style.

Oh and you can add this to the list of recent games with incredible & relaxing sounddesign

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Edited By bburbank

Hi guys, I'm one of the devs and Campo Santo and I love the write-up.

We're aware of the PS4 performance issues and are working with Sony and Unity to address them; one thing you can do until some of these patches hit would be to disable auto-save in the pause menu. This won't fix everything but it will remove one of the most frequent sources of hitches. We'll announce more soon.

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Praise_the_sun

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Just binged and finished it about an hour ago. Totally agree with the review, great game that doesn't quite reach the "perfect" mark.

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badseed

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Just finished the game and I really loved the entire ride. I will probably replay it at a later date and make a few other dialogue choices just to see how much that affects things but I'm pretty satisfied with how things turned out.

Some thoughts about the story in the spoiler section below

As the story unfolded in the intro I was hit pretty hard by his wife succumbing to Alzheimers, *oversharing warning* My grandmother was diagnosed with Alzheimers in the late nineties and is now at the point where she doesn't recognize any of her family and has gotten so bad she can't even form a sentence at this point. My grandfather was hellbent on taking care of her and not having her put in a home, but even with everyone chipping in taking care of someone with Alzheimers is a 24 hour job, and we just had to face the fact that she needed more help than we could provide. The horrible feeing I get in my gut every time I visit her in the home makes every action Henry takes in the leadup to the game make total sense, and while it's not a good thing that he choose to run away from everything I can totally understand his reactions. All in all I really liked how they portrayed his journey to accepting that he has to go back and face his wife again (at least in my game, I don't know how different things can turn out).

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Afro_Stevens

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Do you have matches?

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orange_pork

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I just finished Firewatch. I now know what it is. It is beautiful and I'm feeling things. You should all play it.

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rusalkagirl

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@richardzk: I actually found Alex's description of Henry favorable, because the character's perceived cowardice is humanizing and drives the story emotionally. Henry's choice is not brave, but it is realistic. It is a reflection of the human condition; we do not know what to do when we are confronted with tragedy. If anything, his inability to cope with his problems is a testament to just how rough that situation is, and I think expressing one's tendency to avoid that discomfort/heartbreak is more respectful than portraying Henry as unusually strong in the face of something so horrible.

What I got from the review is that Henry was not supremely brave and that is okay. He is not a bad person for it, he's just human. I don't think it is an insult at all.

(Beautiful review, Alex. It is always nice reading your stuff.)

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SolidOcelot

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More and more I find myself identifying with Alex's tastes. I've only played a little bit of the game so far but this reviews seems like a fair assessment. Great review, love reading your stuff Alex!

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KingdanglerBK

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ohhhhhh, this is FIREWATCH!

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youeightit

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If this is as short as I'm hearing, I must be playing it wrong. I'm 2 hours in and am only beginning to get a sense of the big picture. I am really enjoying though, in spite on the fact that it's definitely hitching up a lot.

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Airickson

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Thanks, Alex.

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TheDrumkid92

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Thanks Alex. I just finished it a couple of hours ago, and couldn't have described the experience better myself.

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bboymaestro

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This game would have infuriated me if I were younger. Requires patience, acceptance of linearity. And, without too much detail, it never pays off like the classic mysteries, which makes it stand out from the source material it draws from. Hell of a ride.

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ottoman673

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It's a goddamn shame this game didn't pay off at the end.

The first few hours were incredible, much better than any other game that falls into this narrative-driven first person genre...but man, i did NOT care for the extremely loose bow they put on it.

A cheap 30 second post credit stinger could've fixed that, but it's not there. You have the conversation at the end and...that's it. I don't feel like it's finished, and that's not a good way to feel about this game.

Just my opinion.

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ryleknuckles

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Excellent review. The game left me sad. Perhaps that was the intent of the developers? Who knows. I love that developers are reaching out and making games this deep. The transition from gaming for fun to gaming for feeling is a complicated turn. I'm happy it's happening but, it leaves me in a strange place. I'm more exacting about what games I play and when. It's not about picking up the new release but, more about what kind of mood I'm in before I play.

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Pezen

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As others have already stated; this review was a pleasure to read, Alex. And the game sounds right up my alley.

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GinjaAssassin

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Having just finished it, I really enjoyed it. It's not my favorite of those types of games ("walking sim" as some would call them), but it certainly did leave an impression.