

This was supported by the radio conversation between Ned and Henry on pre-ending scene. He is the mysterious figure that shone light at Henry above the cliff after he discovered Cave 452 during Day One.

Ned Goodwin is the main antagonist in the game, as well as father to Brian Goodwin. Picture of Ned found in the single-use cardboard camera.

From there, it becomes a test of great characters versus poor game design.Delilah. The opening section and first act of the game are also well done and will probably win many over. It has two amazing characters that are almost enough on their own to recommend the game. That being said, the game’s soundtrack is great and the use of smoke and mist effects in the game are superb.įirewatch is a one trick pony. While the conversations are great they are also sparse, making longer journey tedious. There is even one part of game that sends the player across the map and back as if it is joking. The game map is not large and requires much backtracking. The gameplay and graphics also become repetitive. The argument can be made that the experience is more about the two main characters than the actual story, but this would also mean that everything that happens is ultimately pointless. Between the amazing interaction of Henry and Delilah the player is subjected to a an interesting mystery that turns into an nonsensical conspiracy before ending abruptly. After an incredibly strong first act, the game meanders its way to an anticlimactic conclusion. The game needed an outstanding performance from its two leads and Sommer and Jones do a wonderful job and prevent it from becoming cliché.
DELILAH FIREWATCH HOW TO
More than anything else, the theme of Firewatch is relationships and how to deal with them. The voice acting of Rich Sommer and Cissy Jones makes the friendship work while preventing it from feeling forced. Delilah is also very playful and coy until fear sets in, at which point she becomes almost selfish. Henry is despondent, sarcastic, playful, and thoughtful during the game and it never seems out of character. His motivations are never stated outright and it is up to the player to decide. Henry has a troubled home life and took on his new job to escape or sort things out. Callbacks made at the end of the game to seemingly unimportant conversations early on are a delight.īoth characters are multilayered. Much like Henry, Delilah is a dynamic character that changes over the course of the game. The player never directly controls Delilah but decisions made (or not made since silence is an option), will influence how she reacts to Henry. Many games operate under the guise of choice but few offer tangible consequences. These are not random decisions akin to choosing an avatar, but instead draw in the player and influence what choices will be made later.
DELILAH FIREWATCH SERIES
The player controls Henry from the beginning, making a series of Choose Your Own Adventure style decisions that will have an impact throughout the game. Henry and Delilah are excellent characters. Over the course of the summer, Henry and Deliah develop a bond while also stumbling across mysteries that may be connected to each other.įirewatch has very little action (aside from sprinting, it would be fair to say there is none) and is forced to rely on its characters and storytelling.

Henry’s only companion is Delilah, a fellow lookout who is Henry’s boss and who mainly communicates with the player via a walkie talkie. Firewatch is no different, as some will praise its deep story while others will not think there is enough for more than a couple of hours.įirewatch puts the player in control of Henry, a man who takes a job as a fire lookout in Wyoming after his wife becomes ill. Some find this fun and relaxing, others will call them frustrating and boring. The premium is on storytelling instead of action and the games tend to short and encourage multiple playthroughs. So-called “walking simulators” are aimed at a very particular audience.
