The plot of Firewatch is generally out-shined by its writing, but still manages to be a good one. Their dynamic keeps you hooked, and you can’t get enough of it. From obscure objects around the map to the random observations or thoughts Henry has. You may find yourself scrounging for dialogue in any way possible. When problems arise, and fear grabs hold of the two protagonists, the actions and emotions they convey are deadly similar to real people.Įvery conversation between the two characters is outstanding. You, the player, build a connection with Henry and Delilah, as they narrate relatable and problematic lives that feel almost too human for a video game. Perfected with witty and comedic conversations, backed with outstanding voice acting, Firewatch hits every target regarding dialogue. Yet, the focal aspect of this game is the dynamic between Henry and Delilah. The art department took no expense to create a beautiful environment of color and lighting, along with a great ambient soundtrack that can be relaxing or get your heart pumping in intense moments. The setting is nestled deep in the Shoshone National Forest, hiking through burnt-orange sunsets and radiant skies. But when problems begin to pop up, mysteries start to bubble to the surface.įirewatch stuns you with its depiction of Wyoming’s forests and scenery. The game revolves around their relationship that evolves over walkie-talkies. That’s where he meets Delilah, another lookout working nearby. He enlists to become a fire lookout (someone stationed in a tower to watch over large areas of forest for fires). You play as Henry, a middle-aged man looking to clear his head after tragedy strikes between him and his wife. The design of the game pursues more than composing a conventional plot, building the playable representation of the mental and emotional map of the character.Firewatch, an indie-adventure narrative game developed and published by Campo Santo, and released in 2016 to Playstation 4, Xbox One, and PC, shows the impact of dialogue as you delve deep into the Wyoming wilderness to uncover its secrets. The objective of this paper is to explore the functioning of the narrative and playful levels of Firewatch by applying an analytical methodology based on specular narrative, widely studied in the literature by Mieke Bal, Genette and especially Lucien Dällenbach, the mise en abyme. Firewatch follows the conventions of this genre and uses several plots whose objective is not to compose a narrative mosaic of characters and stories, but to explain, reinforce and clarify the main story, the relationship of Henry, the protagonist, with his wife. The spatial environment, aesthetics and music build a playful experience focused on the emotional experience of the characters within the development of a story. In these video games, the player explores a wide space by walking, manipulating objects and sometimes solving simple puzzles. El diseño del juego persigue más que componer una trama convencional, construir la representación jugable del mapa mental y emocional del personaje.įirewatch (Campo Santo 2016) is a video game with an adventure and mystery appearance that belongs to the walking simulator genre. El objetivo de este trabajo es explorar el funcionamiento de los niveles narrativo y lúdico de Firewatch aplicando una metodología analítica basada en la narrativa especular, ampliamente estudiada en la literatura por Mieke Bal, Genette y especialmente Lucien Dällenbach, la mise en abyme. Firewatch sigue las convenciones de este género y utiliza varias tramas cuyo objetivo no es componer un mosaico narrativo de personajes e historias, sino explicar, reforzar y clarificar la historia principal, la relación de Henry, el protagonista, con su esposa. El entorno espacial, la estética y la música construyen una experiencia lúdica centrada en la experiencia emocional de los personajes dentro del desarrollo de una historia. En estos videojuegos, el jugador explora un amplio espacio caminando, manipulando objetos y, en ocasiones, resolviendo acertijos simples. Firewatch (Campo Santo, 2016) es un videojuego con apariencia de aventura y misterio que pertenece al género denominado walking simulator.
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