![]() Video Games Where Hearts, Not Guns, Drive the Action – Chris Suellentrop, The New York Times ‘Firewatch’ creators mix heartbreak and the creeps – Todd Martens, Los Angeles Times There were also some cool write-ups about our genre and interviews with our team:įirewatch and the Addictiveness of Lonely Video Games – David Sims, The Atlantic Henry and Delilah’s exchanges are full of the familiar tug and tarry of people getting to know each other, of playing and of flirting, and of reaching out to feel less alone.” ★★★★☆ “The writing is not just believable, it is likeable and funny. All of this is wrapped in a fun game that, once completed, I played over again.” It does all this in a clever and engaging way that will have you emotionally connected to both Henry and Delilah. “ Firewatch deals with love, loss, and how you put yourself together again after trauma. This is your next must-play story, another voyage to a place games don’t often take us.” “It’s an emotional gut-punch all the way through, for many reasons, and largely a pleasure to explore and find yourself lost in-mentally, if not geographically. “In the end, it feels like it’s about the emotions and cares of real people, not the animations of puppets.” 8.5 It’s delicate, lovely, melancholy and wistful. “Firewatch is a rare and beautiful creation, that expands the possibilities for how a narrative game can be presented, without bombast or gimmick. It’s a game I can see coming back to every year or two just to revisit its beautiful sights and memorable characters – just like a good book.” 9.3 “It is among the very best of the first-person narrative genre, and it reminds us what video game storytelling is capable of in the right hands. But once Firewatch reviews started to appear, the world stopped spinning a little bit. Here were some of my favorite reviews: Butterflies to the extreme, the kind of butterflies that keep you in bed a little too long, the kind I’m well familiar with whenever I tackle the unknown. I can’t lie - my stomach was a wreck as launch day approached. ![]() If not just for posterity, I wanted to take a moment to record some of what’s happened since. ![]() Here we are, a little more than a month after Firewatch shipped. How Panic got into video games with Campo Santo – Dave Tach, Polygon It creates what could be seen as an interactive movie, but the participatory nature of the game makes it stand apart from other media in a way that needs to be experienced first hand to fully appreciate.The story of Campo Santo and Panic - and how we ended up being a part of a first-person adventure video game for Mac / PC / and PlayStation 4 - starts in 2013, and makes for interesting reading in retrospect: This is paired with fully voiced story (including a role for Rich Sommer of Mad Man fame). It captures what it's like to be a forest lookout in real life. The game is beautiful to look at and explore. It's a theme that applies to the watchful role of the forest lookouts as well as our main character's relationship with his mentally ill wife. 'Somethings we can't stop from happening,' one of the characters says in the game. While many games put you in powerful positions, Firewatch is about powerlessness and empathy. You slowly uncover a story about loneliness, mental health and catharsis in a grand, sun-drenched landscape. A relationship evolves between the two of them through just these interactions. As you talk on the radio to your controller, you learn more about your character. It has a relational and conspiracy undertone similar to the podcast/radio drama and Netflix show Homecoming. Firewatch is an explorative adventure where you play a fire lookout in America’s Shoshone National Forest.
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