Maybe it’s a matter of my own life and experiences, but I never felt connected to Henry.
Alic Szecsei
42

I just wanted to say thank you for finally cementing how I feel about the end of this game. Despite huge expectations (that were exceeded in gameplay and visuals) I left Firewatch feeling a lack of closure, but what has been worse has been being unable to pin down what bothered me about the ending. This finally did it for me.

I also felt the mistrust of the narrative you describe at the abrupt tonal shift. Then, almost worse, were all the helpful comments letting me know that this was how the game was supposed to make me feel- that it was an artistic choice. I accept that the creators did it intentionally, but it feels unintentional somehow rather than a kind of genre-defying twist.

I think if nothing else, the game has sparked a very important discussion about why we play games (for escape, for adventure, to be challenged, to role-play?) and the expectations different people bring into and sustain during a game. For me, Firewatch set up the expectation of a very different ending than it delivered- and its tonal shift didn’t come with anything that would’ve made it easier to accept. No final cutscene where you see Delilah’s silhouette boarding a helicopter, or watch yourself opening the door to your home, or reading a letter from Delilah months later. You’re left picking up the threads of the narrative alone, in the same environment again, as tumultuous weather herds you into a helicopter. Roll credits.

All that aside, I think Campo Santo deserves enormous credit for what they’ve created. I can’t wait to experience their next game. And quibbles aside, I’m very happy I got to play their first one.