![]() Highkey it's probably the most i've ever been immersed in a conversation system. To put it bluntly, it's very immersive, and this applies to the majority of design decisions made in Firewatch from Henry's slow contextual animations emphasizing his age to the fact that the map and other things are physical objects Henry holds in his hand. And, I suppose, if you think the storyline might have been improved if they had a woman on the writing team (according to wikipedia they did not, which certainly explains a lot as I look back on what I've played so far.)Ĭlick to shrink.Ever since Mass Effect 1 released, the standard dialogue system of a game went according to a strict rule, character A talks while camera A is on the, player character, aka character B, picks a dialogue option to respond, directly inspired by Ricky Gervais's The Extras:įirewatch succeeds, in the sense that the player directly controls the flow of the conversation in way that surpasses the stiffness of it's higher budget peers, every time you pick a line of dialogue the choice feels more naturalistic and this is directly due to the pacing of the conversations and line delivery. So I'm asking, for those that took a more romantic angle with their replies: I'd like to know the story and dialogue felt to them, and if you felt any of the choices or paths actually told a good story in the end. In fact, I might go so far as to say that it plays into the narrative of certain guys - we all know the ones - who think that women are more attracted to them if you treat them badly or ignore them.Ĭurrently, I'm thinking that I'll finish the game, in hopes that Delilah is a figment of his crazed imagination or something of that nature to explain away the problems with the story, but I'm also pretty sure that I won't come back to this to revisit the story under a new light either. But at the same time, someone had to write this and think that it was a great idea to write Delilah as if she was trying to hop on your dick from across the forest every chance she gets, even when rebuffed or given no response whatsoever. I'm sure that, if you pursue the more romantic options, it comes off as less weird. what the shit is this? Do guys think women actually talk like this? I started to get incredibly weirded out when she started insisting she needed to know about his eyes, and the whole scene with the Big Fire (as I decided to call it) was incredibly creepy as well, especially when you consider that up to this point I have avoided interacting with her. ![]() The dialogue got Whedon-esque at times (and no, that's not a compliment), but I really enjoyed wandering around, opening caches, finding random things and the teasers at upcoming story lines like the burnt cabin and the chain link fencing, and just enjoying the scenery in general.Īnd yet, by Day 76 the amount that the game is pushing Delilah is really hard to stomach, and all the attempts at romantic talk. I assumed day one that Delilah was supposed to 'tempt' you away from your wife given the name and all, since game developers have no subtlety, and by and large just ignored her entirely except when necessary. ![]() ![]() I even enjoyed the setup well enough, despite some of the weird choices you're forced into, like Bucket vs Mayhem: one option pushing for the 'yes, dear' narrative, and the other the 'I'm alpha male I do what I want!' Up front, I'll say that I'm not really a story-type game person, but I do enjoy a good aesthetic, and with Firewatch on sale, knowing only that it was basically a walking simulator, I decided it was a good time to go wander around some pretty virtual forests. ![]()
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