Firewatch is a new narrative-and-exploration game from Campo Santo, put together by a skilled crew including Sean Vanaman and Jake Rodkin, writers on season one of Telltale’s The Walking Dead.
It took me about five hours to play; people who are more efficient or look at fewer scenery objects might make it through in four. It is effectively a short story, with a single emotional arc and minimal branching. I’ve seen people comparing it to Gone Home, but more happens in the present setting of the game; I also found a few moments that reminded me of Everybody’s Gone to the Rapture, but it is ultimately a very different game from that as well.
Firewatch tells the story of Henry, a guy whose wife Julia is suffering from early-onset dementia. Henry isn’t really equipped to handle that fact. He volunteers for a position watching for fires all summer in Shoshone National Forest. His main – and for a long time really his only – point of contact with other people is through his radio, which allows him to communicate with his supervisor Delilah. He lives in one tower in the woods and Delilah lives in another, far away; Delilah manages other lookouts, but we never communicate with them. Over the course of the summer, Henry spends a lot of time hiking the woods to various spots to do errands at Delilah’s instruction. Gradually, they begin to realize that there are more people out here than they knew about, and that someone is watching Henry and Delilah specifically. There are also, here and there, notes from rangers who used to watch these woods but who have now gone on to other work elsewhere, and hints of the hikers who passed through these woods before.
The game sets up Henry’s backstory through a piece of choice-based text, a passage that could quite plausibly have been prototyped in Twine, interspersed with scenes of his arrival in the woods. The hypertext portion gives you a chance to do a little immediate personalization of Henry. I don’t have the impression your choices there pay into any major story changes, but they do lightly tweak what Henry will say about himself later, and a few props he has. We see the effects of this more or less right away in the game world, in that we pick one of two ways that Julia might have sketched Henry, and then shortly afterwards see the sketch itself: an early promise from the game that there will be perceivable consequences for your choices.
As part of the project to get more reviewers talking about IF Comp games, Duncan Stevens has shared his thoughts on Final Exam, a dystopian science fiction parser piece by Jack Whitham.
Duncan has also written about Koustrea’s Contentment and Map for this project.
As part of the project to get new reviewers talking about IF Comp games, Liz Albl has written about Nowhere Near Single.
Liz Albl is a scriptwriter for Ubisoft and author of short stories.
Other posts written as part of this project can be found at this roundup post.
As part of the project to get more reviewers talking about IF Comp games, veteran IF reviewer Duncan Stevens has shared his thoughts on Koustrea’s Contentment. Duncan is one of the prolific reviewers of IF in the late-90s newsgroups, and has previously taken a look at Map for this series.
Black Closet is a dating sim/resource-juggling sim from Hanako Games (Long Live the Queen, Date/Warp, and numerous others). In it, you are Elsa Jackson, the student council president at St. Claudine’s, an all-female Catholic boarding school. (I hadn’t heard of St. Claudine before this game, but it was satisfying to look her up and discover that the authors seem to have picked her with some intention. Claudine Thevenet was interested in schooling for girls and also founded an institution to support female authors. It seems she was also, less happily, a sufferer of lifelong PTSD after seeing her two brothers executed in front of her.)
Catholic or not, the school still features quite a bit of romance between its students. Your task is to get through the year and graduate – which will require you to investigate and resolve assorted conspiracies, crises, and personal misunderstandings in the student body.
The other members of the student council are therefore both your dating pool (if you choose to date, which is not mandatory) and your tool for solving problems, as you’re assigning girls to intervene where their skills make them most suitable.
This by itself gives the game quite a different flavor from the lonely and ridiculously hard Long Live the Queen. This time, you are not alone. You don’t have to make yourself into a singular repository of all virtues. Not everything falls to you to deal with. Conversely, there are some paths of action that will alienate one or more of your team members so that they are less available (or, worse, leave entirely).