Sometimes she is self-centered, but she can present as caring. She has moments when she shows a need for companionship, and others when she is wary and aloof. From the start, she seems likable, but not entirely trustworthy. She is, of course, a device to give quests and to make sure the player is paying attention to important narrative events. But she is also is the central storyteller, revealing secrets about herself while teasing depth and contrast out of Henry's character.ĭelilah and Henry represent an emerging trend in games, of paired characters who are individually and collectively simpatico but who struggle with their own anxieties and with one another's perceived shortcomings. Their relationship has form and shape, though it shimmers and shifts as the story progresses. These two characters are written with a conviction and authenticity rarely seen in video games. Neither of them is idealized, not even for a second. Their self-doubts and flaws are carved into the script and into the optional responses. Their ordinariness is what makes them so appealing.Īll good mystery novels play tricks on their readers, offering up red herrings and plot feints. Firewatch does this too, embedding its riddles within dialogue and environment. ![]() The player is always in a disturbed state, and so in that regard, the game succeeds.įirewatch takes us to a time and a place in which people expected that they might be left alone. It reminds us that invasion of privacy is a stark and frightening violation, even when we leave ourselves open to such abuse.Ĭampo Santo has crafted an elegant and satisfying story that demands the player's avid attention. It's a compelling tale that forms the gratifying shape of more traditional narrative, right up to a late-game point when it starts to fall apart, failing to live up to its earlier promise.
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