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Firewatch

Firewatch is an adventure game developed by Campo Santo and published by the developer in
partnership with Panic. The game was released in February 2016 for Linux, OS X, PlayStation 4,
Windows, and Xbox One in September 2016, and for Nintendo Switch in December 2018. The
story follows a fire lookout named Henry who works in Shoshone National Forest. Henry
interacts with his supervisor Delilah using a walkie-talkie, with the player choosing from dialog
options to communicate. His exchanges with Delilah inform the process by which their
relationship is developed. Over the course of the summer, Henry and Delilah appear to be
menaced by unseen forces and have to unravel a years-old mystery.

The game was directed by Olly Moss and Sean Vanaman, written by Chris Remo, Jake Rodkin,
Moss and Vanaman, and produced by Gabe McGill and artist Jane Ng. The game's environment
was modelled by Ng, based on a single painting by Moss. The design draws inspiration from
New Deal advertisements by the National Park Service and field research conducted in Yosemite
National Park.

The game received generally positive reviews, earning praise for its story, characters, dialogue,
and visual style, yet the presence of technical issues and the game's ending were both subjects
of criticism. Firewatch won the award for Best 3D Visual Experience at the Unity Awards 2016,
Best Indie Game at the 2016 Golden Joystick Awards, Best Narrative at the 2017 Game
Developers Choice Awards and Debut Game at the 2017 British Academy Games Awards. By
late 2016, the game had sold over a million copies.
Gameplay Firewatch

Henry interacts with Delilah using his


walkie-talkie.

Firewatch is an adventure game played from a


first-person view that takes place in the
American state of Wyoming in 1989.[1][2] The Artwork by Olly
player takes on the role of Henry, a fire lookout
who is assigned to his own tower in Shoshone Moss, depicting a
[3]
National Forest. Through exploration of the
surrounding area, Henry uncovers clues about fire lookout in the
mysterious occurrences in the vicinity that are
related to the ransacking of his tower while he Shoshone National
is out on a routine patrol and a shadowy figure
that occasionally appears watching him from
[4]
Forest
afar. Henry's only means of communication
is a walkie-talkie connecting him to his
supervisor, Delilah.[5] The player may choose Developer(s) Campo
from a number of dialog options to speak with
her upon the discovery of new interactive Santo
objects or environments, or can refrain from
communicating. The player's choices will
influence the tone of Henry's relationship with
Publisher(s) Panic
Delilah. As the story progresses, new areas
will be opened up for the player, and certain
Campo
events are set at different times of the day.[6]
Objects found in the wilderness can be kept in
Santo
the inventory for later use.[7]
Upon finishing the game, the player can
explore the game in an open-world free-roam Director(s) Olly
mode or an audio tour mode.[8]
Moss
Plot Sean
Vanaman
In the spring of 1989, after his wife develops
early-onset dementia, Henry (Rich Sommer) Producer(s) Gabe
takes a job as a fire lookout in Shoshone
National Forest, Wyoming. On his first day, McGill
Delilah (Cissy Jones), a lookout in another
watchtower, contacts him via walkie-talkie and Jane
asks him to investigate illegal fireworks by the
lake. Henry discovers a pair of teenage girls, Ng
who accuse him of leering. On his way back to
his tower, he comes across a locked cave and
spots a shadowy figure watching him before Designer(s) Chris
disappearing. He returns to his watchtower to
find it ransacked. The next day, Delilah asks Remo
Henry to investigate a downed
communication line. He finds it cut, with a Jake
note apparently signed by the teens.
Rodkin
Henry finds an old backpack and a disposable
camera belonging to a boy named Brian James
Goodwin, who Delilah explains was the son of
Ned, a former lookout. Ned was an Benson
outdoorsman who drank heavily due to his
traumatic experiences in the Vietnam War,
Jane Ng
while his son, Brian, enjoyed fantasy novels
and role-playing games. Though it is against
Nels
the rules for employees to bring their children
to the towers, Delilah was fond of Brian and
Anderso
lied about his presence. He and Ned
apparently left abruptly and never returned. Programmer(s) Ben
Henry and Delilah plot to scare the teenage
girls off, but when Henry finds their campsite
Burb
ransacked and abandoned, they begin to
worry. The teens are reported missing. Fearing
Nels
an inquiry, Delilah falsifies reports to say that
neither she nor Henry encountered the girls.
Ande
Two months after Henry started his job, a Patri
small wildfire breaks out south of his tower.
Two weeks later, Henry discovers a radio and Ewin
a clipboard while fishing, with notes including
transcripts of his conversations with Delilah. Paol
He is suddenly beaten unconscious by an
unseen assailant and wakes up to find the Surri
clipboard and radio gone. In a meadow
referred to on the clipboard letterhead, he Willia
finds a fenced-off government research area.
He breaks in and discovers surveillance Arms
equipment and typewritten reports detailing
his and Delilah's conversations and private
lives. He also discovers a tracking device and
Artist(s) Jane Ng
takes it with him. Disturbed by this discovery,
Henry and Delilah discuss destroying the
Olly
government camp but decide against it. As
Henry hikes home, someone sets fire to the
Moss
camp.

The next day, Henry uses the tracking device


Writer(s) Chris
to find a backpack with a key to the locked
cave. Delilah reports a figure in Henry's tower; Remo
when Henry arrives, he finds a Walkman taped
to the door with an incriminating recording of Jake
Henry and Delilah's discussion about
destroying the government camp. The next Rodkin
day, someone impersonating Henry calls
another lookout and claims that Delilah knows Olly
the cause of the station fire, putting her and
Henry more on edge. Moss
Henry uses the found key to enter the cave but Sean
is suddenly locked inside by an unseen figure.
Deep in the cave, Henry discovers the decayed Vanaman
body of Brian Goodwin. Determining that he
died trying to climb in the cave, Henry escapes
the cave and reports it to Delilah who Composer(s) Chris
becomes upset by the news. The next day, an
evacuation order is given for all the lookouts, Remo
as the wildfire that Henry had spotted earlier
has grown out of control after merging with
the government camp fire.
Engine Unity
As Henry prepares to leave, the tracking
device begins beeping. He follows the signal
Platform(s) Linux
and discovers a tape from Ned Goodwin, who
had been thought to have left the area many
OS X
years ago. Ned claims that Brian's death was
accidental, and that the boy fell due to
PlayStat
climbing inexperience. Unwilling to return to
society after Brian's death, Ned secretly lived
4
in the area ever since. Choosing to venture
deeper into the wilderness, Ned warns Henry
Windows
not to look for him or else he will either die in
the fire or he will kill him. Henry finds Ned's
Xbox On
makeshift bunker, along with items stolen
from the government camp, the lookout
Nintendo
towers, and the teenage girls, who Delilah
confirms have been found safe. The
Switch
government camp was simply studying
wildlife; Ned had been using its radio
equipment to ensure that no one was looking
for him and to create transcripts to scare
Henry away. Despite Ned’s confession, Delilah
blames him for Brian's death and leaves on Release Linux, OS
the rescue helicopter. Henry goes to her tower,
and he and Delilah say their goodbyes via X,
radio before Henry evacuates as the forest
collapses around him. PlayStation
4, Windows
Development WW:
and release February 9,
2016
Xbox One
NA:
September
21, 2016
Chris Remo designed, wrote, and
scored for the game.
EU:
Firewatch is the first video game from Campo
Santo and was created by Jake Rodkin and September
Sean Vanaman, who were the creative leads
on The Walking Dead; Nels Anderson, the lead 30, 2016
designer of Mark of the Ninja; and artist Olly
Moss.[9] Chris Remo was involved in many AU:
aspects of the design and also composed the
score.[10] Development for Firewatch began October 14,
with a single painting by Moss.[2] Jane Ng,
lead environmental artist at Campo Santo, 2016
was tasked with translating Moss' work into
3D environments while maintaining his
stylized artistic vision.[2] Moss, who had Nintendo
previously been known primarily for his
graphic design work, had joined Vanaman and Switch
Rodkin to found Campo Santo after spending
many years working on the periphery of game WW:
development.[11] In creating the painting,
Moss emulated National Park Service posters December
from the New Deal era in both color palette
and iconography.[12] The development team 17, 2018
went on a camping trip to Yosemite National
Park for inspiration for the game,[13] where
they visited a lookout tower built with the
Genre(s) Adventure
same design as its video game
counterpart.[14] Further inspiration for the Mode(s) Single-
game came from Vanaman and Anderson's
experiences growing up in rural Wyoming.[14] player
Firewatch runs on the Unity game engine.[15]
Ng disapproved of the tools for creating trees
and therefore hand-modeled the 23 kinds of trees that would be placed within the game 4,600
times. A custom shader was also employed to produce more stylized and simplified foliage.[16]
The in-game fire lookout towers were built in accordance with government specifications,
utilizing standard lumber size, after Ng's first attempt was unsatisfactory.[17]

The walkie-talkie interaction in Firewatch is inspired by the relationship in BioShock between the
player character and Atlas, as well as the dialog system from The Walking Dead.[11] At one point
in the development, it was intended that the protagonist would be able to communicate with
multiple characters, such as hikers, but the idea was discarded due to its expense and the
schedule requirements with which the team were working.[14] The team hoped to avoid lip
syncing and minimize the amount of animation needed due to the limited team size and
resources.[6] The developers cast Cissy Jones, who appeared in The Walking Dead, as the voice
of Delilah in 2014. It took longer to find a voice actor for Henry whom the developers felt jibed
with Jones; they ultimately cast Rich Sommer. Jones and Sommer recorded their lines in
separate studios, but while on conference calls with each other to achieve a more natural
rapport. The actors made a decision not to meet during production to maintain the distance
between their characters.[18][19]

The game's opening chapter features the song "Push Play" from Joy Chun and Nate Bosley's
2014 synthwave album Let's Get Electric, which depicts a fictitious 1980s synthpop act known as
Cheap Talk. Taylor Dayne's "Tell It to My Heart" was used as a placeholder in the scene, but
Vanaman conceded that the song was too overwhelming and would cost too much to license.
Upon the realization that it would also be too costly to commission a song, Remo sought a song
in the style of the 1980s by an unsigned, independent artist, leading to the use of "Push Play".[20]
The score features a combination of electric and acoustic guitar, bass and electric piano, with
samples of Fender Rhodes as a substitute for the actual piano. Remo played all of the
instruments himself.[10]

The game was announced in March 2014 with a tentative release date of 2015.[5] At GDC,
Campo Santo housed a public playtest, and Ng hosted a panel on the design and aesthetic of
the game entitled "The Art of Firewatch".[21] In June 2015, the team visited E3. There, they
confirmed that they would be bringing the game to PlayStation 4, but that this would be the only
console version.[22] However, an Xbox One version was later released in North America on
September 21, 2016, featuring an audio tour and a free roam mode.[23][24] Due to ratings issues,
the version was delayed in Europe until September 30[25] and in Australia and New Zealand until
October 14.[26]

Users of the HTC Vive and Oculus Rift virtual reality headsets can tour Henry's lookout tower
using the Steam application Destinations. For this purpose, the scene was rebuilt on the Source
game engine.[27] Firewatch was made compatible with PlayStation 4 Pro on its November 10
launch, with enhanced performance through 4K resolution and high-dynamic-range imaging.[28]
The free roam mode was enabled for PlayStation 4 Pro and Steam shortly thereafter.[29][30]
Partnering with Limited Run Games, Campo Santo distributed under ten thousand physical
copies of the game on PlayStation 4.[31][32] 4,800 copies were made available for order on the
Limited Run Games website on December 16, 2016, while 2,500 were sold through the Campo
Santo online store starting January 16, 2017.[33] In April 2018, Campo Santo announced the
game would be released for Nintendo Switch later in the year. It was later clarified that the
Nintendo Switch port would be a heavily optimised version of the game, and the update would
also be available for other platforms. Additionally, the Nintendo Switch version featured some
exclusive elements.[34] Campo Santo later confirmed, via Twitter, the worldwide release date for
the Nintendo Switch port as December 17, 2018.[35]
Reception

Reception
Aggregate score

ggregator Score

PC: 81/100[36]
PS4: 76/100[37]
Metacritic
XONE: 85/100[38]
NS: 87/100[39]
Review scores

Publication Score

Destructoid 8/10[40]

Game Informer 7.75/10[41]

GameSpot 7/10[42]

GamesRadar+ [43]

IGN 9.3/10[44]

Polygon 8.5/10[45]

Firewatch received "generally favorable" reviews, according to review aggregator


Metacritic.[36][37][38] The game sold more than five hundred thousand copies within a month of its
release and over one million copies by the end of its first year.[46][47] As of 2018, Firewatch has
sold over 2.5 million copies across all platforms.[48]

Steven Hansen at Destructoid welcomed the choice-based dialogue tree gameplay, going on to
praise the dialogue itself, as well as the voice performances. The game's most impressive
achievement, as stated by Hansen, was the "thematic cohesion", which was said to revolve
around self-imposed isolation. The sound design was lauded to have evoked a Hitchcockian
sense of fear.[40] Reviewing Firewatch, Game Informer's Jeff Cork wrote, "I was immediately
drawn into the game's world, partly because of the power of its simple text intro, and also
because of the novelty of taking part in something so mundane". Cork observed that its
interactive dialog, though simple, "breathes life into the game" and called the conversations
"natural" and "engaging". He enjoyed exploring the forest environment, yet felt the ending was
unsatisfactory.[41]
Scott Butterworth of GameSpot thought that the analog navigation tools – a hand-held compass
and paper map – were "immersive" but "occasionally frustrating". He found that the visual
beauty of the setting allowed for a more rewarding form of exploration and noted that the sound
design complemented the depth of its atmosphere. Judging the development of the characters
through dialog to be "bold" and "admirable", he opined that it served as "a patient, reflective
examination of how two people grow to trust and care for each other". According to Butterworth,
the voice acting was brilliant and layered with emotional nuance, as he had evolved a strong
attachment to the characters.[42] GamesRadar's Justin Towell described Firewatch as "one of the
most enthralling slices of entertainment I've ever experienced". He commended the voice acting
for having successfully defined each character's personality traits. Towell added that the music,
alongside the sound design, worked well in service of the atmosphere. However, he disparaged a
few noticeable continuity problems that left him disillusioned.[43]

Ryan McCaffrey at IGN hailed the sense of realism elicited by the setting, despite the stylized
level design and artwork. He also approved of the script, saying that voice acting enhanced it
further. Of the writing, McCaffrey said, "It's tense, scary, and funny – sometimes all within a few
minutes of each other. Not a lot of games can successfully claim that". He deemed the ending
polarizing because of the story's promising escalation.[44] Polygon 's Colin Campbell appreciated
the use of humor and empathy to develop the characters, considered the game's mystery to be
successful and the story to be "elegant" and "satisfying". He criticized the conclusion, regarding
it as "not entirely successful".[45]
Accolades
Year Award Category Result Ref.

Best Desktop/Console Game Nominated


[49]
Unity Awards 2016
Best 3D Visual Experience Won

Best Original Game Nominated

Best Storytelling Nominated

Golden Joystick Awards 2016 Best Visual Design Nominated [50][51]

Best Indie Game Won

PlayStation Game of the Year Nominated

Best Narrative Nominated


2016 Best Art Direction Nominated

Best Performance (Cissy Jones as


Nominated [52]
The Game Awards 2016 Delilah)

Best Performance (Rich Sommer as


Nominated
Henry)

Best Independent Game Nominated

PC Gamer's Best of 2016 Best Writing Won [53]

[54]
Giant Bomb's 2016 Game of Best Music Nominated
the Year Awards Best Story Nominated [55]

[56]
2017 Polygon's Best of 2016 Game of the Year Won

PlayStation Blog's Best of 2016 Best Independent Game Won [57]

[58]
20th Annual D.I.C.E. Awards Adventure Game of the Year Nominated

D.I.C.E. Sprite Award Nominated

Outstanding Achievement in Art


Nominated
Direction
Year Award Category Result Ref.

Outstanding Achievement in
Nominated
Character (Delilah)

Outstanding Achievement in
Nominated
Character (Henry)

Outstanding Achievement in Story Nominated

Innovation Award Nominated

Best Debut Won


Game Developers Choice [59][60]
Best Narrative Won
Awards
Best Visual Art Nominated

Game of the Year Nominated

Performance in a Drama Lead


Nominated
(Cissy Jones as Delilah)

National Academy of Video Performance in a Drama Lead


Won [61]
Game Trade Reviewers (Rich Sommer as Henry)

Writing in a Drama Won

Game, Original Adventure Won

Best Game Nominated

Debut Game Won

British Academy Games Game Innovation Nominated


[62]
Awards Narrative Nominated

Original Property Nominated

Performer (Cissy Jones as Delilah) Won

The Edge Awards 2016 Best Storytelling Won [63]


Film adaptation
On August 17, 2020, it was announced that Campo Santo was partnering with production
company Snoot Entertainment (Keith Calder and Jess Wu) to adapt the game into a feature
film.[64]

References

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External links

Official website (https://www.firewatchg


ame.com)
Retrieved from
"https://en.wikipedia.org/w/index.php?
title=Firewatch&oldid=1214743620"

This page was last edited on 20 March 2024, at


21:48 (UTC). •
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