After your blunder, you split a cheeseburger, start dating, fall in love, and cut to: summer 1979, you’ve adopted a dog (I got a beagle named Bucket) and are chatting kids. You see Julia, a professor from the local university, and you drunkenly mistake her for a student. This bit isn’t animated there’s just text on the screen, laying out the details. Just know that it’s great, that you should play it if you haven’t, that it’s only five hours long, and that this review is going to be full of spoilers.įirewatch opens in Boulder, Colorado, in 1975, with sounds of bar ambiance. It’s both an experience you shouldn’t know anything about going in and a game that’s impossible to discuss without spoiling the best parts of the story. The game has been out for four years and has sold extremely well. It was both the game I needed at the moment and also the last thing I should have been playing. In Firewatch, you’re Henry, a new hire at a Wyoming national park, complete with a tragic backstory and a funny and flirty but enigmatic woman speaking to you over the radio. Its designers, I’m sure, would encourage my mopey, yearning, miserable self to play it. It’s a first-person indie mystery game from 2016, and a deeply melancholy one. And so partially to satisfy my critical ambitions and mostly to soothe my aching heart, I purchased Firewatch and popped it on. I’d long been meaning to explore games as an art form, as more than just dungeon-crawling and stealing horses in Skyrim. The next day, she posted on Instagram a photo of her at her new job, as a forest ranger in California. Last week, I had a dream about her, though I hadn’t seen her in three years. I never told her how I felt or asked her out, because it turns out I’m a very stupidly isolated person. Outside, there was a corkboard celebrating the graduating radio team, and Robin was on it. I was walking around the communications school after hours on one of the last days of the spring semester and stopped in front of the radio offices where she worked. Though she was the same year as me, she was in an accelerated program, but I didn’t learn that until it was too late. A few days ago, I thought about Robin, a girl I fell in love with in college, for the first time in a long time. They let us hold things we cannot otherwise hold. Dating sims, first-person shooters, life simulators-video games give us ritual spaces for vicarious expression.
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