10 Times Gameplay Directly Informed The Narrative

7. Firewatch

Hellblade dragon
Campo Santo

For a long time Telltale felt like they could do no wrong. They were going from success to success. Licensing numerous lucrative TV series, comics and video games in order to add their own spin on it. There was not stopping them! Until... look you know what happened, this article is grim enough as it is.

Telltale games also provided 'great' consequence for player decisions... despite the fact that any decision meant pretty much piss all and you ended up with the same ending.

Firewatch felt almost like a response or commentary to these games, to the illusion of choice. Of course you'll always end up with the same ending. And almost every decision you make feels inconsequential... at least at the time.

Because from the start you're offered your own way of shaping precisely why Henry has ended up on Firewatch and who he is - except for that one really sad reason, yeah - but no matter what, you always end up going down the same route.

However, speak to a friend who played this game. Ask them about the decisions they made as Henry. As their Henry. And I guarantee you won't have played the same story, or played as the same man. Somehow.

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Johnny sat by the fire, idly swirling his brandy, flicking through the pages of War and Peace, wondering whether it was pretentious to write his bio in the third person.