Reviews from

in the past


Sabe, Eu também fujo.
Eu fujo dos meus problemas o tempo todo e em grande parte, uso a desculpa que estou "tomando um tempo para decidir/me motivar", isso raramente funciona.
E é engraçado como os próprios jogos são uma dessas porta para fugir... minha surpresa em jogar um jogo com esse tema.
Firewatch é um walking sim em mundo aberto(livre-se de seu estigma) com ênfase na relação de personagem entre Henry (que não é você apesar de ser protagonista) e Delilah (a chefe do Henry).
Em busca de fugir dos Problemas, Henry assume um trabalho longe de tudo, eu entendo ele.
Não demora muito para temas como responsabilidade, culpa e até perseguição entrarem em vigor aqui.
E apesar de eu ser vulnerável a todos esses tema, não consegui me conectar como gostaria.
Eu fico triste em pensar que posso esquecer esse jogo.
Foi uma recomendação excelente e uma experiência que valeu muito a pena.
Infelizmente, saio com um gosto levemente ruim, mas beeeeeeeem levemente por conta do final.
Apesar do jogo construir uma narrativa excelente, a entrega fica a desejar com resoluções de conflitos sem muito impacto ou sabor, como se de repente o jogo decidisse terminar.
Sem uma resolução impactante, a mudança de decisão do protagonista parece acontecer porque precisa acontecer, apesar de nossas escolhas de diálogo.
Uma pena, mas um jogo muito interessante.

A great short entertaining experience. The voice acting and chemistry between Henry and Delilah make the game. The visuals are stunning and the atmosphere is a fantastic mix between calming and tense.

The story is great for its length. I have seen a lot of people rag on the ending due to the twist but part of me likes the fact that it wasn't a big conspiracy or some paranormal being, It was just a scumbag dad who was bored.

While I think the game could of been a few hours longer as the ending does come out of nowhere a bit. However the story would probably need to be reworked if that was the case.

Overall a fantastic story with two great characters, short and sweet and 100 percent worth a play

Felt like they wanted to do 3 different plotlines but couldn't commit to any of them.

I really like how this game begins, and the chemistry between the two main characters is top notch, but there are way too many loose ends by the end, and it just feels like half of this already short game was just padding for the sake of making the story more mysterious. It's ok I guess but I wouldn't really recommend it.

I played this before I was really that involved in any video game communities so I don't know why it's so divisive. I really liked it. I thought it was a great story and a cool walking sim.

Disclaimer: These are my brief thoughts based on my memory of playing this 7 years ago:


Ainda não domino o inglês, poxa e eu quero tanto jogar esse game, se sair uma legenda eu volto pra ele, tentei com a câmera do Google mas tava dando muito trabalho.

Firewatch is a first person adventure set in 1989 where the player takes the role of a fire lookout in the Shoshone National Forest in Wyoming. The game starts off in an incredibly strong fashion, setting up a narrative that is very emotionally gripping in just a few text lines - the wife of the main character, Julia, has early-onset dementia and this has taken a massive toll in their relationship. Henry, the main character, eventually comes to Shoshone, in a way, to escape from his marriage's issues after not being able to take care of Julia anymore.

When arriving to the park, he meets a woman - Delilah - with whom we speak for the entire game via a small, pocket radio, but never see. Delilah is our only company for the vast majority of the game. Throughout the game, the relationship between Delilah and Henry is developed as Henry takes on small tasks and hikes around Shoshone accompanied by a beautiful soundtrack and some gorgeous views - I took a lot of screenshots.

The game jitters a bit and has quite a bit of frame drops which should not happen since the game isn't technically impressive at all, even if very beautiful, and while that signals a bit of lack of polish, it was not a deal breaker for me. As the game progresses, the voice lines exchanged between Delilah and Henry are an absolute delight, and I often found myself walking around in-game just DESESPERATE for them to start talking again (that's how enjoyable they were). But soon enough the focus stops being on the inner troubles of the characters and starts being on some strange occurrencies happening in the park.

I will admit, the game had me on the edge of my seat for the majority of the time, and I was so focused and immersed that I was jumpscared twice with things that weren't that scary (LOL) but after the mystery unrolled I missed the more introspective, contemplative voice lines of the beginning of the game. The ending felt a bit rushed and not even seeing Delilah at the end honestly felt a little bit more like they didn't want to make a 3D model for her than anything else, it was really underwhelming. In spite of this, I never felt like the quality of the dialogue dropped, just that the focus of it changed and some plot lines were left unopened or were closed too quickly contrasting with the early game's more slow and calculated pace (for example, the teen's disappearing outcome is revealed to us in a single interaction from Delilah).

All in all, Firewatch is quite an experience, with an extremely strong visual identity (ranging from the beautiful designed posters to the varying canyon landscapes), solid soundtrack, brilliant voice acting and a very unique premise. But its execution ranges from brilliant to okay, it's technically a little rough around the corners, and the ending could've been more worked on. For a game with such a strong focus on escapism, with Henry running away from his wife's illness, Delilah avoiding her broken relationship, Ned trying to stay away from the consequences of his sins, and perhaps you, the player, trying to escape from reality while playing the videogame, Firewatch unfortunately feels like it's avoiding itself in its last legs.

Gostei bastante num geral de Firewatch.
Ele faz a parte de andar de um walking simulator ser divertida. Eu achei interessante ter que me localizar "analogicamente" pelo mapa, usando os pontos de referência e a bússola, deu um senso de exploração mesmo. E o jogo (ainda) é absurdamente bonito, então era agradável se locomover e descobrir novas localidades enquanto a história rolava. Também é legal a coisa de ir conhecendo melhor o parque e aprendendo a se localizar e memorizar caminhos de maneira natural.

A história me manteve bastante entretida, o começo é bastante emocional e foi pra um lado que eu não esperava. Os diálogos do jogo são interessantes e foi curioso ver o relacionamento dos dois vigilantes crescendo. Gosto de como em alguns momentos o jogo fica tenso e da até um pouquinho de medo do desconhecido e dos mistérios que estão rolando. O clima todo num geral é excelente. Felizmente a história não deixa nada em muito aberto, pois seria frustrante. Mas mesmo assim eu sinto que faltou uma coisinha a mais naquele final, pareceu meio abrupto.
Também gostaria que o tema central fosse melhor desenvolvido. De novo, acho que faltou uma conclusão maior, ou um "soco emocional" mais forte pra história pessoal do personagem no fim. O tema que abre o jogo, e que o permeia num geral, de tipos diferentes de lutos, de fugas de responsabilidades e sentimentos difíceis de lidar é muito interessante e eu gostaria que tivesse sido mais do que só uma desculpa e fosse abordado com mais profundidade. Apesar disso, ainda gostei de ver um jogo retratando isso e a maneira com que foi feito foi natural, sem parecer forçado. Só realmente gostaria que tivesse um pouco mais.

Mesmo assim, sai satisfeita da experiência.
Uma pena que nunca mais veremos um jogo assim desse time de devs, porque eu realmente queria viver outras histórias assim de novo.


my only complaints for this game is that it was too short and the ending wasn't as satisfying as i hoped it would be, though i fully understand that both of those things were conscious decisions made by the developer.

while the characters, story and gameplay were all so engaging (anyone who knows me knows i love my walk 'n talk games), i think the reasons this game stuck out to me were everything but those things. i find the setting so appealing--you're alone in this national park where you're free to explore, find new paths and landmarks, take photos and chat with your radio companion about interesting things you find. there isn't anything overly exciting going on and you're alone with your thoughts most of the time, surrounded by complex environments simplified by the gorgeous art style, occasionally backed by a calming acoustic soundtrack. firewatch deviates from being a typical walking simulator by giving it's setting great amounts of personality through little details you can find supported by henry and delilah's fun back-and-forth commentary. the mystery that you investigate throughout the game is intriguing but as i mentioned earlier the climax and ending to it all doesn't end up being as interesting as you may think. i would recommend going into this game not expecting anything overly bombastic, and instead just enjoy it as a grounded character study backed up by relaxing elements in gameplay, setting and style.

Pra um jogo que se propõe a ter a história/narrativa como o principal motivador para o jogador continuar jogando, achei que deixou BASTANTE a desejar a partir do meio pro final. Começa muito bem, com uma introdução quase que perfeita, mas a história vai se perdendo e o desfecho foi muito mal pensado, pra dizer o mínimo.

Não considero um desastre completo, já que os elementos de exploração e investigação são muito divertidos. A combinação de mapa e bússola, procura por pontos para atualizar o mapa e seguir a exploração do parque florestal é bem divertido, e é suficiente pra entreter e divertir enquanto tenta desvendar os mistérios que a narrativa lhe apresenta.

O resumo perfeito para Firewatch é: um jogo curtinho, que se demorasse um pouquinho mais ficaria bem chato (mesmo assim, senti que tiveram coisas empurradas goela abaixo para aumentar um pouco mais a duração), com boas mecânicas de exploração e uma história que começa bem interessante, mas termina de maneira anticlimática.

No mais, é isso. Não considero um jogo ruim, mas poderia ser bem melhor, principalmente se expandissem um pouco mais as opções de diálogo para que expandisse a narrativa para diferentes possibilidades do que apenas aquele final esquisito.

When I started playing Firewatch I expected a short, cozy exploration game with a heavy focus on Story, which is sort of what I got:

(++) The absolute best thing about this game was hands down the voice acting. Without it the game would've not even had half the charm it has now, it was a delight listening to the conversations of the two protagonists. +1 for the numerous dialog options you can take.
(+) The atmosphere created is absolutely fantastic. The color filter(s) used together with the assets create a great atmosphere and the developers proved that they know how to set a mood.
(+) The sound design and music was really beautiful and really involved me into the entire world.

(+ -) The story: the story was overall really interesting and I loved the vibe between the characters. The mystery aspects was sort of really cool and I did not expect that. However, I was a bit disappointed with the ending, or at least part of it.

( - ) At first, walking around the map was really nice, to explore some new and nice scenery, but the more the game sent me around the map, the more it felt like a chore. Especially towards the end where I had to revisit certain areas over and over again.
( - ) Maybe that is just me but it was, especially at the beginning, super easy for me to miss dialog because i missed the interface pop-up or clicked on something / walked somewhere that brought me to the next dialog already. Controls were a bit of ''getting - used'' to but then was fine!

SPOILERS (smol ones):
( - - ) The game started off as a cozy, quiet game seemingly going towards a sad and emotional story. Somewhere in the middle it changed it's direction towards mystery / crime solving, which I enjoyed a lot at first. However, at some point, the first jumpscare (being hit in the head from behind) scared the absolute shit out of me. There were about 1-2 more jumpscares in the game and most of the vibe of the game from this point on was spooky and scary. I felt extremely nervous and anxious, afraid of another jumpscare. I am quite prone to jumpscares so I really got spooked at about 2 of them. I personally did not like the game including that when supposedly being a cozy exploration / story game. From that point on, I felt like i just wanted to get through the story and I was afraid of exploring further on my own. I felt like something was creeping up behind me all the time and I just felt overall nervous and scared the entire time. That did ruin the experience for me personally, but I absolutely understand people that give this game a high rating! Other's certainly are less easily to be spooked than me, so they will certainly enjoy this game, but for me it was hard to play after that!

This review contains spoilers

NEW REVIEW 9/10: Yep. I get the point of the game now, I just had to get woefully educated but man, this game is so fucking good. The whole point of the story isn't to make you be satisfied or feel like you lived through this. The point of it is A STORY. It's like when you have a conversation with your friend and he tells you what he did that day, it probably won't be satisfying. The point of this game is to feel like you are hearing this story from someone else. It's unsatisfying because they may not remember all minute details, it's like asking them "hey what happened after all that?" and they will just tell you "oh. Well I just went back to how everything was before." Amazing game, I hate myself for not realizing sooner.







OLD REVIEW (was a 7/10 here): Good game, the only part of the game that I didn't really like was the ending. It felt kind of unsatisfying to me, I personally don't like endings where you have to imagine what happens next. I like a closed book, besides that it's super good though. Loved the environment and the way they told the story, wished it was a little more in depth though.

curto mas interessante, a exploração do game é muito boa, a historia eu acho que deixa a desejar, o final é bem qualquer coisa, esperava mais

no geral, bom jogo pra se jogar em uma tarde entediante, não esperem um jogo perfeito, vale muito a pena a exploração, é até relaxante caminhar pelas matas no começo do jogo, graficamente é bem feito demais, o estilo de arte do jogo é bem legal

mediano, mas bom

7/10

The more I think about Firewatch, the more I appreciate the experience and its theme of escapism. Though the ending didn't quite hit at the time of playing, the game's deliberate way of disappointing both the main character and you as the player is admirably unique. I'm still unsure whether it was ultimately worth trying to tell this sort of story, but the experience was worth it nonetheless, especially because of the two main characters who are so well and believably written and voiced that it's just great to be a part of their lives and conversations.

No game felt more like reading a great book than Firewatch. You could have told me this game was 30 minutes long or 10 hours, and I would believe you either way. I couldn't put it down.

I have for my entire life been right next to the Canadian Rookies. Camped in them, driven through them with other and by myself, flown a Cessna right along them, you get the point. I can not in any way imagine my life without being within reasonable driving distance to such great beauty. So when I booted up Firewatch, and saw the insane level of detail and fidelity that this game was able to capture, I was aw-struck. Everything from the shades of grass, to the perfect representation of how forest fire smoke reacts with light to make that terrifying but beautiful and oh too familiar shade. It was perfect just how the developers where able to capture the world that they wanted their game to take place in. However, it would be ignorant of myself to not bring up the faults of the story at certain instances. As while I believe overall, and especially the ending where well put together and satisfying; a lot of the mid game story leans towards a direction that I did not feel was particularly in the best interest of the game. I try not to go into spoilers here, so its hard to explain just what I did not like without doing so. But its just gets kind of cliche, or off track? If you get what I am saying. Nevertheless however, I believe everything else about this game to have been developed in such a way, the faltered story elements become very much lost in the overall ending and world of Firewatch. Being very much a walking simulator it might not be for everyone, but I do still recommend it based on quality alone.

A genuinely engaging story that hooks you from beginning to end. It lacks a couple features I find would be necessary to make this a truly exceptional game, namely, the lack of any true 'gameplay' makes the game feel somewhat surface level. Regardless, I played through the entirety in one consecutive sitting, something that as a working adult I've come to appreciate. One could say it's simply an interactive movie, but sometimes, that's enough for me. Good story, interesting characters, and a mystery/tragedy that begs to be uncovered

Came for the picturesque walk through the woods of Wyoming, stayed for the feels and everlasting sorrow of guilt made from past choices. Firewatch is a lonely game, you walk around alone, however you have a cheery and equally as quirky partner with you every step of the way. Your dynamic is interesting, almost like two peas in a pod, however you're chasing a ghost from the past and she's reminding you of a happier life.

Firewatch is a beautifully depressing journey through what it means to move on.

Nice, atmospheric walking sim. It really exudes some 'nostalgic summer' vibes that are hard to find in other forms

good game for lonely people. makes you feel not lonely for like 4 hours.

One of the best narratives I've come across in games. Using the "walking sim" genre as a means to inadvertently hyper-focus on the narrative, environment and setting is genius. Walking through the wildernis while talking with "Delilah" through the walkie-talkie is a suprisingly enganging and cathartic experience, albeit sometimes repetitive during the later half of the game.

At it's core, the game is about escapism and confronting your past and your problems. While I vividly remember being upset and let down at the ending (no spoiler) of the game when I first played it in ~2017, in retrospect cannot find any other ending that ties together the core themes of the story quite as well as the ending found in the retail version.

Melhor Walking Simulator que eu já joguei até hoje.

A atmosfera do jogo é muito boa. Você andando pela floresta sozinho, podendo apenas falar com a outra guarda por um Walk Talk, sabendo que pode ter alguém te observando e te seguindo é um sentimento muito único. O jogo soube como conduzir o mistério, apesar do final não ser muito além de aceitável, pelo menos o que eu peguei.

O ponto máximo, na minha opinião, é a forma como a relação do Henry com a Delilah se desenrola. É super orgânico e divertido, você se apega aos dois muito fácil.

Vale muito a pena a experiência, recomendo demais.

The story of Firewatch is odd. I'm still not quite sure what to make of it, but my gut feeling is that it suffers from trying to be two things, or trying to frame itself as one thing when really it's another. Of course I don't know what the developers were thinking when they made it, but I get the feeling they wanted to tell an entirely mundane and realistic story, but were afraid (perhaps rightfully so) that it would sound boring as hell to a large swath of the "gamer" demographic, so they spiced it up a bit. And, you know, hey. Not a bad idea from the point of view of trying to make a buck, and games ain't cheap. But I'm not sure it pays off artistically. Firewatch is basically the story of a lonely sad dude trying to escape his problems in the woods—and imo that's all it needed to be, gamers get rekt. But because the creators lacked confidence in that story, or felt it was insufficiently grabby, or whatever, Firewatch ends up being something weirder than that, and not in a super good way, I fear—but, you know what, at the end of the day, tree prety

Very fluid and natural dialogue between Henry and Delilah. They seemed like real, actual believable people. Rich Somner and Cissy Jones did a phenomenal job voicing the two protagonists.

The story feels as if it could be something that was "based on a set of true events." The mystery was great and the paranoia that accompanied it did a great job of providing a tense mood and atmosphere at the turning points of the game.

Overall, this is a story about escapism. Physically and metaphorically. You can only escape from your problems for so long before they will resurface and wait for you to confront them. Trying to avoid your problems is a temporary solution that is short. It is simply "A pause in the hallway of time."

A compelling lil novella of a game, tho I think you run into an issue of disappointed expectations when your plot twist is that the Big Mystery it seems like youre cookin up is infact a very Small Personal Mystery. You dont typically want to promise Big and deliver Small, people just arent built for it.

Solid game, with really realistic dialogue and cool art direction. Left me with a bit of a bittersweet taste though.


A masterclass in storytelling, Firewatch uses both the unknown and the unseen to create a terrifying wilderness where the player is made to piece the truth together like a meticulously designed jigsaw. The atmosphere in this game is like nothing else, the suspense and tension keep you constantly hooked, desperate for the next slither of information. Both the writing and voice acting bring the story to life, with some of the most impressive and convincing performances I've ever heard. It's impossible not to empathise with the characters and their chemistry is astonishingly natural. Additionally, the multiple choices in dialogue trees allows the player to really feel that they are shaping the story that unfolds. The visuals of this game are just gorgeous, the unique artstyle paired with the amazing scenery meant I couldn't resist stopping and taking pictures at every turn. Firewatch is a perfect example of how graphical fidelity isn't always necessary to have a beautiful game with a strong sense of identity. Lastly, although it's short, the story feels like the perfect length, with a well rounded structure and almost no unnecessarily slower moments for padding.

If you haven't already, I implore you to give this game a go. I promise it's worth your time.

This game mostly succeeds in its goal of trying to capture that feeling of hiking and exploring around a mountain. The environment is beautiful, and traversing the terrain rarely feels tedious over the course of the game's short story. It also captures a sense of solitude pretty well, though it's not exactly solitude since you're constantly talking over the radio. I guess this game captures the feeling of being alone but constantly talking to someone over a walkie-talkie and getting to know them and grow closer to them. It feels genuine and it feels nice.
Unfortunately, this game is also tied to a super boring mystery. While I wasn't particularly interested in the MC's or Delilah's backstories, I was dreadfully bored by the mystery that occupies this game's last chunk. Also, there isn't really any catharsis in the reveal at the end, because it doesn't at all explain everything. Boring story, but who cares if the gameplay is good (weird to say for a walking simulator lol)
However, the gameplay is also flawed. Throughout the mountain, there are temporary barriers. Overgrown foliage blocking paths, spots where you need a rope from above to climb, and gaps that can only be crossed by cutting down a tree. I like the fact that you have to set up ropes at the top of inclines to move up and down them; it makes you feel like this space on the mountain is becoming more familiar and accessible to you. But tying off those ropes, you are helping yourself; it feels genuine. The overgrowth blocking paths does not feel genuine. For the majority of the game you can not do anything about this overgrowth; you need an ax to clear it. Why an ax wouldn’t already be included in the tools given to fire lookout by the Forest Service, I don’t know. And when you finally get one in the eleventh hour of the game, you just click the button, a short animation plays, and the overgrowth is gone forever. It’s very nakedly a function of the game stopping you from accessing certain areas, and that detracts from the feeling of exploration.
Also, you don’t actually do any actual work in the game; you don't use any fire spotting tools. In the center of your room atop the tower is an Osborne Fire Finder. This game is the only reason I know about it, but it’s so kickass. Obsolete analog tools like this are pretty common in this genre, and I think it’s criminal that something as cool as that is present but never used.

Tem um começo promissor, principalmente na relação entre o protagonista e sua chefe q é construida e testada durante o jogo, principalmente com o plot climax que no final é nós entregue de bandeja, de forma apressada e com falta de logica em certas decições narrativas que envolvem o "vilão".
Sobre o final melancólico, acredito que seja real até demais nessa relação entre protagonista e sua chefe, todos tem sua vida e precisamos encarar nossos problemas, ou ficarem presos numa floresta para sempre

tem um tempo que eu uso esse jogo pra escapismo, e ele é realmente uma terapia

o unico problema dele é ser tão pequeno

literalmente tenho um video sobre esse