This was one of my first forays into the "walking simulator" style of games. I think I saw this advertised in Game Informer and the story & setting of a national park sort of intrigued me.

As mentioned, it's a walking simulator, so the most you do gameplay wise is walk around and use the interact button to climb a rock face or push through some brush. The other interaction you have is a dialogue system that comes into play when communicating with your supervisor over the radio. You can radio in about any little thing you see and get her 2 cents. Like any game with branching dialogue, I don't know how much what you say affects the outcome of the game.

I really like the art style of this game. It's simplisitc with a sort of watercolor, vintage, blocky, 50s poster look to everything. Lots of solid, bright colors bathed in sunshine. The music is minimalistic, most of the game soundtrack is ambient noises of the woods with little acoustic guitar riffs coming in during the extra long treks across the map or at pivotal moments. As a lover of music, I would've preferred a more present soundtrack.

There's a lot of little neat places to explore on the map that aren't related to the main story beats that flesh the world out more. Cabins with ghost stories, crashed snow sleds, and notes left in supply boxes that tell a story.

Now, on to the story, which means on to the spoilers. The narrative doesn't overstay it's welcome, really I wouldn't have mind if it stayed a little longer. You can tell this is an indie game right from the start. The whole game begins with a short interactive novel that sets up your character, Henry, and they don't waste time on the tragic backstory. Henry's wife has early on-set dementia and he doesn't know how to cope with it, which leads him to get away from the world for the summer, working as a fire watchman. Though this plot point serves more as character building for Henry that occasionally comes up.

Upon replaying this, I did notice a weird fluctuation in tone. One moment, Henry and his supervisor, Delilah, are diving into their personal issues and within two lines of dialogue they are back to cracking wise at each other. Again, Henry is out here to escape the issues with his wife, but that's an afterthought most the time. The main story starts off a little slow, which is fine as it helps get you into this world & the mystery. You scare off some teen girls your first day only to find out the next day they cut the communication lines out of the park, and you run across a shadowy figure near your tower. Over the next few days, a mystery starts to develop as it seems someone is spying on Hank and Delilah for an unknown reason and there's some odd things in the park; abandoned backpacks, Area 51 style fences, and a locked cave. Delilah & Henry start becoming paranoid and break into the supposed government listening site to find a bunch of strange machines & reports on the two firewatchers. During this time you also learn about the previous fire watchman, Ned, and his son and you're tracking your own forest fire that's sprung up. Well, that fire gets out of control and as you evacuate all the mystery is revealed. The conclusion is one of those things a college English major would love to dissect and over analyze because some of the story & the overall themes are left to interpretation. Here's my thought.

It turns out the former firewatcher's son died rappelling a cave, I believe it was an accident from a father trying to make his son like the same things he does & not realizing his fault, something I can relate to, but there's a debate he purposefully killed his son. Ned then became a wilderness hermit and scares off anyone who nears the cave. The whole idea of the government conspiracy is just a red herring created by Ned to mess with Henry's head. The site you broke into was just a university soil research site.

Now, there's some obvious themes embedded in this story, but I'm not an expert analyzer. Besides the silhouette of Ned at the beginning, you never meet any other person face to face, Delilah is only heard over the radio. This may be because Campo Santo didn't have the time or money to animate characters or they chose to have no characters to reinforce the isolationism, I think it was a mix of both. The main theme to this story seems to be running from tragedy & how we handle grief. Delilah ran away from her life with a good man and covers up her feelings with humor and sarcasm, though she starts to fall apart at the end after she learns of Ned's son's death. Ned runs from his problems and becomes an angry survivalist. How Hank deals with it probably depends on how you play him, but for me, he is sort of a sad sap who is conflicted on whether what he did to his wife is right & what he should do with his life.

All in all, this game could've been a few hours longer because the story seems to start to rush at the end with all the mystery threads coming to a head. Still I enjoyed this game, and the short length lends itself to replayabliity. The writing is well done, Hank & Delilah feel like relatable characters you sympathize with. I'm willing to buy Campo Santo's next game to see what they offer.