Firewatch opening sequence

I have started playing “Firewatch” and I am very interested in what will unfold. The opening sequence sets up a dramatic, if not unexpectedly tragic turn of events. After a picture perfect start to their relationship, the onset of Julia’s dementia immediately takes a turn for the worst. The fact that the game provides life-changing options for the player to choose from really sets this game apart from “Dear Esther” or “Gone Home.” I like how the opening sequence fades in and out of Henry (presumably) walking through trails in the woods and the narrative explaining his past. I am pumped for how this game will develop and progress. It also helps that this game has unbelievable graphics but it makes my puny Mac Book Air lag uncontrollably.

Liveblogging Firewatch

Creation of my Avatar

From his dashing looks to an irresistibly addicting but odd talent, Yoshi represents this blog and myself in various creative ways. As most gamers should know, Yoshi has a tendency to swallow up anything and everything just to spit it back out in the form of a deadly fireball or discard it encased in a polka-dotted egg. I believe this symbolizes exactly what my work stands for on this blog. Either viewers and readers will be burned and amazed by my “fire” blog posts or I will leave them in suspense with posts that are encased in a shell of mystery. Yoshi’s sunny demeanor and excitement for fun and games matches but sometimes surpasses my own enthusiasm. He will serve as the perfect avatar for me.

This image was edited.

Creation of my Avatar

Gone Home Reflection

Gone Home was one of the more intriguing games I’ve played so far. Right from the start, I felt a mysterious and eerie vibe just from reading the letter from Sam taped to the front door. I thought this was a great way to start the game because the player is immediately hooked by the ambiguity presented in that letter.

The game takes place in the aftermath of Sam’s escape from her unwanted reality. This reverse chronological structure is the first I’ve experienced in a game and its effects on the gaming experience is monumental. All I was thinking of was where’s the next clue or hint? The fact that there were also multiple locked doors at the start of the game pushed me to keep playing so that I could somehow discover what was being hidden.

The series of Samantha’s journal entries or letters addressed to Kaitlin also provides a unique narrative experience. Each letter exposes some kind of detail pertinent to the big picture, especially those messages that uncovered the mother’s affair and the father’s terrible childhood. This also ties into how the player must explore the house and find those clues that reveal crucial details about what happened while Kaitlin was absent. The freedom to roam around and make one’s own decisions during this game enables the player to take one’s time and absorb everything. In conclusion, Gone Home was a tragic but complete video game, one I won’t forget.

Dear Esther and Gone Home

Richard Bell describes “Gone Home” as a game with a historical narrative and as a means from which we can learn from the past. On the other hand, Bell portrays “Dear Esther” as a literary source where the player must learn through the poetic literature presented in throughout the game.

I agree with this distinction having played both games and I find both ways to be effective because both games try to convey different techniques of gameplay. Although it was difficult at times in Dear Esther to know exactly who was narrating, that in itself was motivation to finish the game so that I could find answers at the end. Unfortunately, I was as confusing, if not, more confused after the conclusion of the game.

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