Firewatch (2016)
Firewatch has a
great premise: it's the late eighties, and you're a middle-aged man
named Henry who is having serious trouble in his marriage. It's
probably not TOO much of a SPOILER--as this is all revealed in the
prologue--to say that his wife has been given a devastating diagnosis
of early-onset dementia, and is currently residing with her family in
Australia. To try to distract himself, Henry gets a job as a fire
lookout in the wilds of Wyoming. His only contact is his unseen
supervisor, Delilah, with whom he converses via walkie talkie. All
this plays out in absolutely gorgeous first-person. It's no secret
that this is all deeply influenced by Gone Home;
like that game, there's also a strong emphasis on real-looking found
objects (though here, you can't freely rotate things to examine
them--a bit of a loss), though, given the type of setting, naturally
fewer of them than in the earlier game. There's even one explicit
Gone Home reference which, if taken at face value,
means that OMG FIRE WATCH TAKES PLACE IN THE GONE HOMEIVERSE! I HAVE
NO IDEA WHAT TO DO WITH THIS INFORMATION!
So anyway, as I noted, there's a
really, really great set-up. But the execution is...not so great,
and from hereon in, there will be SPOILERS APLENTY, because there's
really no way to explain what irked me about this game without them.
So look, I'll admit that Gone
Home is not a perfect game. The side-stories about the
parents are poorly integrated into the whole, and it's at least
arguable that the occasional attempts to make you think you're
playing a horror game are out-of-place. But mostly, it focused on
the highly affecting central narrative, both via voice clips and
found artifacts, and in that it was extremely successful. In
contrast, well...you can see where I'm going here.
Reading the above summary of the game's
set-up, you naturally think, okay, so this game is going to focus
both on Henry's dealing with and coming to terms with his marital
situation, as well as his developing relationship with Delilah, and
maybe some stuff will happen in the forest that obliquely comments on
it, and it's going to be GREAT, right? Well, no one's stopping you
from thinking that, but you're WRONG AS HECK. In fact, Henry's past
is largely absent from the main story. Sure, it's theoretically
present as subtext, and occasionally he relates bits and pieces of it
to Delilah, but this never goes anywhere, and at a certain point you
realize--in a bemused sort of way--that the game doesn't
particularly care about it. This is really, truly,
genuinely bizarre, but after setting you up to assume that the entire
game would revolve around this internal turmoil, it then...doesn't.
It is seriously as though it was made by aliens who had heard
of this Earth concept of storytelling but had never actually seen it
in action.
There is Henry's
relationship with Delilah, and even if their elaborate, jokey sarcasm
can feel a bit over-done, that's actually the best part of the game.
The writing and voice acting are fine (Henry is voiced by Mad
Men's Rich Sommer!), as far as that goes. But, again, that
takes a backseat to the action in the wilderness, and that
is just bafflingly terrible, even taking into account the way the
developers are ignoring their initial premise.
So there are two main things: firstly,
there are two teenage girls about who are creating fire hazards and
strewing beer bottles about, and possibly getting pissed off at you
for your efforts to stop them (as in Gone Home,
you never actually see people in the game (except very dimly at a
distance), so there's no real interaction here). Note that the game
isn't actually so bad while you're playing it without knowing the
ultimate story; you're vaguely intrigued about where it's going with
all this, and you don't know yet that it's essentially abandoned the
initial premise. So where is it going with all
this? Well, the girls do their thing for a while and then OMG THEY
DISAPPEAR AND YOU WERE THE LAST ONE TO SEE THEM...ALIVE! WHAT WILL
HAPPEN NEXT?!? But don't spend TOO much time wondering what this has
to do with anything or why we should care about any of this, because
soon enough, you receive word, oh, never mind, they've been found,
everything's fine! Seriously. It's a big heapin' helpin' of
NOTHING, that really, really looks like it's only there because the
developers felt they needed there to be something.
The other main thing is what the game's
main story, such as it is, is based on, and if anything, it's
actually worse than the thing with the teenage girls. You truly would not think professional designers, intent on
making an original, story-based game, could come up with something
quite this inept. But here we are: so Delilah off-handedly reveals
to you at one point that some years ago, she was working with a fire
lookout named Ned, who was there with his teenage son, Brian. Okay,
but that's just a background detail; you're not actually going
to--SHUT UP. Soon after, we receive clues that these two are still
somehow skulking around the area, and everyone acts as though that's
a perfectly natural, normal thing to be happening and not a weirdly
artificial development to which everyone should be going uh...what?
Also, it turns out that Ned is recording all of Henry and Delilah's
conversations, for reasons that aren't hugely clear (cause he's
paranoid or something, just forget it), using some kind of crazy
futuristic technology. And also, he's apparently some sort of ninja,
given that several times he gets up close enough to fuck with Henry
despite remaining unseen. This is all meant to be some kind of
thriller, I suppose, but it's just really painfully dumb. Oh, and
Brian? DEAD. Also, we can find a bunch of really unconvincing
artifacts showing what a D&D-type NERD he was (seriously, people,
there would never be a pen-and-paper RPG called "Wizards and
Wyverns" because the average man in the street has no idea what
a "wyvern" is, and also because it's not nearly iconic enough as a monster. This is just me caviling, given the game's
much larger flaws, but come on). It's supposed to humanize him and
make us feel how tragic this is. I suppose, anyway; it's so
incompetently done that you don't feel much of anything. Also, even
when they're totally freaked out, on several occasions Henry and
Delilah lapse into their former jokiness as if nothing were
happening. It might sound like I'm making shit up here--the story
can't really can't be that bad, can it? Ha! Some
people complain about the ending, but the ending in itself is not the
problem. Of course it's indeterminate; how could
you have imagined it would be otherwise? That would be fine if the
game had actually built up its initial concept, but instead, it
fritters away all its time on this ridiculous bullshit. Given that,
there was never any way that any ending would feel
satisfying.
I don't know. I suppose I'm making it
sound marginally worse than it actually is. Don't get me wrong, it
is bad, but it's undeniably incredibly beautiful
(though you may do a bit more stumbling around, trying to find the
correct path, than you'd like), and as I noted above, the experience
of playing it cold isn't that bad, since you don't know what's gonna
happen and everything could turn out really great, as far as you
know. Hmm...looking back on it, I don't know that that last bit is
really much of a defense of the game, per se. But dammit, don't
blame me. I have no chip on my shoulder in this regard. I
really, really wanted to like Firewatch.
But I didn't, on account of it being bad.
The guys behind Firewatch
had previously been responsible for Telltale Games' first Walking
Dead game, which everyone raved about. I've never played it (or seen
the show, or had any interest in the milieu), but this doesn't
exactly inspire confidence that it's as good as everyone says. I
mean, I suppose I may be verging on criticizing it for not being
something it was never trying to be, but gosh, what it was trying to
be instead is so, so bad. I have the uncharitable
feeling that the idea actually was to be something
like what I was envisioning, but at some point the developers
realized that that would be a hard story to tell,
and so they drowned it out with all this irrelevant nonsense. Still,
what do I know? ALL the reviews fuckin' LOVE this game! Some of
them may cavil a little about certain aspects of
the story, but none of them appear to notice that, in fact, the whole
thing is kinda sorta broken on a fundamental level. Are they far
more literate than I, seeing things I'm not, making connections I'm
missing...or are they, instead, so bent on pursuing that damn "GAMES
ARE ART" hobgoblin that they have willfully blinded themselves
to all of its flaws? The world may never know!
At any rate, I'll give it credit for
one thing: it makes me really want to replay Gone Home.
All the things Firewatch does wrong really throw
into contrast all the things that its inspiration does so, so
right. Did you know there are lots of people--not
people you'd want to meet, I think--who really, really hate
Gone Home? I think it's mainly because they were
diabolically tricked into playing a game with very
little "game" content that--and, let's face it, this is the
main point--is a sympathetic story about gay people!
You will see the term "SJW"--which is rapidly superseding
"PC" as the all-purpose
it's-not-fair-that-we-keep-getting-called-on-acting
like-total-dickheads acronym of choice--thrown around a lot. So
anyway, play Gone Home because it's great and
also--on a less noble level--as a fuck-you to some very unpleasant
people.
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