Can a game be a place?
As the player of Firewatch, you are a man named Henry who starts a job as a lookout in Shoshone National Forest, in Wyoming. In the preamble, we learn that this is an escape from dealing with your wife’s early-onset dementia.
Your only regular human contact is by radio, with a woman named Delilah who works in another lookout tower. Delilah is your boss, and she soon gives you your first assignment: to investigate some illegal fireworks near a lake.
Your relationship with Delilah is influenced by the dialogue choices you make. Mostly, the game keeps you on rails to uncover a larger mystery. This involves a lot of walking around through beautiful landscapes, using your map and compass to find your way.
This is an exploration game—or, as some would say, a walking simulator. The biggest challenges for the player tend to be of the “how do I get from A to B” variety. Nonetheless, Firewatch manages to be immersive and at times even menacing. The game targets an adult audience—as the developers put it, it is a “video game about adults having adult conversations about adult things.”
Firewatch offers many scenic views of its version of Shoshone National Forest. (Credit: Firewatch by Campo Santo. Fair use.)
After you finish the story, you can still continue to explore Shoshone National Forest at your leisure (and collect the game’s soundtrack in a mini-game). The landscapes really are beautiful, whether you’re walking through Thunder Canyon towards the lake, admiring a sunset, or exploring the forest at night with your flashlight on.
It is a very short game, and like life itself, its story is ultimately a bit untidy. You’re unlikely to get more than 4-6 hours of play time out of it. But it is a game that is also a place, and years after playing it, you may be tempted to visit it again.
The current regular sales price for Firewatch is $20. It has repeatedly been on sale for $5, so I recommend wishlisting it and buying it at a lower price.