![]() ![]() Other times you’ll be making a decision about how to proceed. Sometimes the stakes of what you say are lower, like how you respond to a joke of hers, or whether you respond at all. ![]() The main part of Firewatch’s gameplay revolves around choosing how to respond to Delilah, which can alter the path of the story. I won’t spoil any of it for those that haven’t played it yet, but I will say that it’s remarkably effective. The beginning plays out similarly to a choose-your-own-adventure story giving a little background into the world of Henry. Where Firewatch differs is in the way that you learn things. Delilah provides exposition about locations in the wilderness, events that take place, and conversational bits that help develop the characters.Īny game can spew exposition at the player however. Where the majority of your gameplay is going to be derived from is the dozens of conversations that you’ll have with Henry’s boss, Delilah. The reason why? Because Firewatch doesn’t. I could stop there and move on, but I’m not going to. Gameplay consists of activities similar to the ones found in games like Gone Home, where your primary means of interaction involves mundane things like walking around and picking things up to examine them. As you know however, I don’t leave anything at simple, so read on. Controlling the character Henry is simple to say the least. ![]()
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