As the overarching narratives imposed themselves and interfaced with my reception of the game, they colored my reading, shining a new light on my surroundings. I felt the initial novelty and the awe induced by its technical prowess quickly subsided, creating in me a spectrum of affects. I will unpack my shifting emotional response to the environment as I explored it. Gameplay restricts players’ movement to a mountaintop, where they walk between trees and on top of rocky formations. Well be posting the rest of our awards and personal picks daily as we approach the end of the year, and you can see all of the awards so far here. Cissy Jones has revealed in a podcast that Firewatch was initially going to have a much different ending - without Delilah. Our games of the year are chosen by the staff through voting and debate, with commentary written by its biggest proponents. Parts of the alternate Firewatch ending were even recorded, but they never made it into the final game. When watching a television show, for example, one does not need to do anything except sit back, send those last Snapchats and let the images and sounds flood their brain. We loved the warm writing in Firewatch so much we had to give it an award. Studying Firewatch provides insight into the relationship between environment design and narrative experiences, since the latter is supported or emphasized by the former. Much of what makes today’s entertainment so appealing is that it takes choice away from the user. In this game, the player embodies Henry, a middle-aged man spending the summer of 1989 working as a fire lookout in the Shoshone National Forest, Wyoming. Firewatch is a narrative first-person game released in 2016 by indie studio Campo Santo.
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