![]() ![]() That's not to say that what happened in Firewatch wasn't a valuable experience for him - he's got a HELLUVA story to tell everyone when he gets home! - but the most valuable thing he learned was that he can't run from his life, that escape is only temporary, and that solitary adventure is no substitute for relationships with others. Henry shouldn't have taken that job, he should've gone to Australia. To this guy, it feels "true." We try to change the course of our lives to escape what's troubling us, but in the end, life "course-corrects" and we come back around eventually to what we should've dealt with originally. I think Firewatch is trying to get at something deeper than just an entertaining adventure that ends with aliens, ghosts, or government experiments in the forest. It's called a "mid-life crisis" for a reason. That's precisely why some of these people make crazy decisions to up-end their lives and make a change. Little changes in conversation aren't going to lead to sweeping alterations in the course of their lives. Some people, especially as they get older, feel like their life-trajectory becomes sort of fixed. But that's not the real human experience for everyone. People who call that "lazy" or "poor writing" are likely those who are used to games with 10 endings that all depend on the choices you make along the way. I think it follows naturally from the characters of Delilah and Henry, people who came out to the national park hoping to escape their lives and find a little adventure, but ultimately there's only one way out: to go back to what they were running from and face it. Personally, I think there's something to be said for a game whose dialogue trees collapse into the same, singular outcome. If I like pie and you like cake, we should recognize that this peach pie is still a pie, and instead of rating peach flavor as great or terrible based on whether or not we like pies, we should instead pass if we prefer cakes. I think it's important to evaluate things neutrally and love or dismiss it based on its traits and its genre, not what each individual makes of it. I see the predicament this one is in is that it is one type of game but people all try to think it's their own different kind of thing which is often sub-par for them. It certainly can vary for everyone, but that is true with many games. I guess I'm lucky that I'm the kind of player that plays games slowly and thoroughly, that I enjoy the gameplay and genre, and that I liked the story that I got by playing as myself. So ultimately, there are a lot of things in this game that are up to the player's interests. ![]() I personally hate choice because I can't experience the same thing as everyone else. I know some people love choice-based games and I get that this may not appeal to them as much. ![]() ![]() I personally enjoy the middleground they chose of letting me make choices that affect our relationship and certain variables throughout the story, but don't make such a huge impact that I would have to replay it many times for the full experience. In a game, you can make massive dialogue trees, but then you're depriving your players of the ability to experience the full game without replaying it millions of times with every possible permutation. I didn't do it to go with themes, I just let the story play out naturally like I would do if I were really Henry. In my case, I chose all the dialogue options that most represented me. Oh, and pray tell, what is Delilah's old life? She's been a Firewatch for the past "over a decade". I totally get your point, but if you play differently, you will be so surprised by the ending and you have no idea what's the whole thing all about. If you play in a different way and pick different personality for Henry - it looks like the weirdest thing ever. If you play in a certain way and pick certain lines - fine by me, it does look like a logical continuation. There are a number of choices in the dialogue between the two that do not conform to this story. It wouldn't have added something really for me. I don't really see the need for a "And he went back to Julia and lived happily ever after" or something like that. For me it was petty obvious, that Henry went back to his old life, back to Julia. Hm, i'm not getting the exact point here i guess. That is not necessarily bad, but why write a story and cut out the epilogue? As I said in multiple posts, if the devs would have cared to add a text box telling us what happened with everyone, I would have been happy. DG Dobrev님이 먼저 게시:To me, the ending was disappointing because there was no closure. ![]()
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