The stuff I said up there is the full answer to this question, but, in short: "No, there aren't really multiple endings. So from how i understand it, there are different dialogues throughout the game, depending on your choices, but that doesn't seem to resolve in multiple different endings. Beyond that, we've tried to infuse the world with enough space and points of interest for it to be convincing and to stand up to player exploration and curiosity. You aren't going to be unlocking a bunch of endings or finding crafting components or doing "side quests." (All those things are great, but not what this particular game is about.) The world and game are built to support a particular story, which we did our best to tell, and to facilitate two fully-realized characters, which we did our best to outfit with enough player responsiveness to create a meaningful sense of interactivity and realism. Most of the events that have a significant bearing on the events of the game happen off-screen and outside the entirety of the game’s plot. It is a narrative game first and foremost. Anticlimax the Antihero There are no prizes for guessing that the game is rare, and in more ways than one. If people like spending time in the game enough to play it again, I could imagine dedicating more time and energy to poking into all the corners.Īll that said, this isn't The Elder Scrolls or Dragon Age. Sometimes the only thing at the end of an adventure is a reminder that it's time to get back to reality and deal with our issues. Life doesn't always give us a nice, neat, feel-good ending. Generally speaking, I suspect people's first playthroughs will be somewhat non-intentional. 1 Axiom808 8:56pm Honestly I see what the creators were going for. I think it would be hard to find "everything" unless you have explored the world pretty thoroughly and know your way around the map. In Firewatch you play as a man named Henry who has retreated from his messy life to work as a fire lookout in the Wyoming wilderness. Most of the people I've seen play through the entire game have found different instances of these things. Firewatch is a mystery set in the Wyoming wilderness, where your only emotional lifeline is the person on the other end of a handheld radio. There are also locations and things to find in the world that are not required by or even related to the main story of the story. That's one of the big things that will differentiate multiple playthroughs. People expected a grand mystery game, but the game merely used mystery as a backdrop to tell a character story. That doesnt mean it was a bad ending or a wrong ending, just a unique approach to telling a story. Originally posted by chrisremo:There is far more dialogue in the game than you could ever see in a single playthough, and much of that different dialogue is mutually exclusive, which means if you say one thing rather than another thing, it will affect what happens next, and you can't go back and "change what you said". So the end of Firewatch isnt necessarily about the end of a relationship.
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