Firewatch, Projection and Isolation
This article discusses plot points from the entire game.
There’s nothing that brings someone into their own head as thoroughly as spending time alone in the woods. We have plenty of fiction about this, of course. The world is full of stories about hermit mystics, society drop-outs and nature-worshipping romantics. As a people, we’ve always been obsessed with the idea that a retreat into the wilderness can bring us more in touch with ourselves—that isolating from the rest of civilization can reveal deeper truths about the world we live in. Whether there’s truth to this sentiment or not hardly seems to matter. The idea endures, and it’s the basis for Campo Santo’s Firewatch, a videogame where the isolation of nature is used to examine the ways in which we relate to others.
Henry, Firewatch’s protagonist, has taken a job as a lookout at Wyoming’s Shoshone National Park, a sprawling wilderness of dense woods, dramatic cliffs and placid lakes. Henry comes to Shoshone to get away from the difficulties of his personal life. His wife’s worsening dementia is wearing on him, heightening a midlife crisis that he can’t seem to solve. Henry, like so many fictional figures before him, runs from his problems, hoping to find answers (or at least some sort of solace) in the wilderness.
It isn’t long before the romanticism of his retreat breaks down. Fellow lookout Delilah radios him, bringing a shred of humanity to a place otherwise detached from civilization. At first, they talk about the job. Before long their relationship becomes more personal, the two loners keeping each other company by chatting about pretty much anything that pops into their heads.
Henry and Delilah’s conversations are the backbone of the game. The player guides Henry’s side of their dialogue, choosing from a list of prompts that don’t necessarily affect the story, but instead inform how Henry develops as a character in the audience’s mind. As in a game like Cardboard Computer’s Kentucky Route Zero, the plot’s foundation is inflexible. The player’s role in the narrative is to color in their version of Henry by interpreting how he would respond to various situations. When Delilah asks why he’s taken the lonely job of a fire lookout, it’s up to the audience to decide if Henry is the type to spill his troubles to a virtual stranger, take offense to her probing or shift the conversation in a new direction entirely.
It’s hard to notice how effectively Firewatch’s narrative themes and degree of player interaction mesh until later in the game. As the plot unfolds, it reveals itself as a story about the distance between who a person considers themselves to be and how others view them. This is most dramatically illustrated though the game’s central mystery. Henry and Delilah, noticing that they’re being followed and monitored by an unseen force, eventually realize that they’re the subject of a cover-up orchestrated by a man who accidentally caused his son’s death. Ned, an outdoorsman hoping to connect further with his son Brian, believes he can make his physically unadventurous boy become tougher—more like him—if he pushes him to go rock climbing and spelunking. Brian, thinking his father is too harsh and distant to listen to his feelings, tries to escape from him, ultimately falling to his death while trying to hide. Neither father nor son fully internalize the other’s position. Instead, they project their versions of the other person onto their relationship. Their failure to fully empathize with one another leads to the game’s grand tragedy. Isolated in their own worlds, imagining one another to be something they aren’t, a father loses a son and a son loses his life.
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