Review RossBonaime 4/5 · May 2, 2026
Firewatch is the type of game I'm very drawn to, a game focused more on the insular life of its characters rather than combat, action, or gameplay. I want games to tell me a unique story that could only be told in this specific, interactive media, and some of my favorite games are ones I can't imagine working as any …
Firewatch is the type of game I'm very drawn to, a game focused more on the insular life of its characters rather than combat, action, or gameplay. I want games to tell me a unique story that could only be told in this specific, interactive media, and some of my favorite games are ones I can't imagine working as any other form of entertainment. Firewatch meets that criteria, and yet, I wish the game also didn't give me the illusion of choice in telling this story.
On a narrative level, Firewatch is a compelling story about a man who runs away from his responsibilities at home to spend several months isolated in the woods watching for fires. If this game were played out every day, it would be monotonous and uneventful (for the most part), and I appreciate that the game isn't full of moments that make you feel like you're playing a game. Much of the time, Firewatch relies on the player to simply move from point A to point B, and that's all it needs.
Firewatch begins with a series of decisions shown through text. We're told the story of our character, Henry, and we're asked to make the choices that led Henry to where he is now. You can technically make Henry's backstory a loving, somewhat optimistic history, or you can make him into a monster who probably deserves to be on his own. It's a nice way to allow the player to have some choice in a game that is fairly regulated.
But I'm not sure I wanted that. Your choices here don't shift in the story in any real way, other than how we view ourselves. The same is true later in the game, as we get to know Delilah, the park's watchout. We can be playful, we can flirt, we can imply at a future beyond these few months that we see in the game, but again, it's the illusion of choice. The story's path is set; we're just walking it and choosing which path we take to get to the same conclusion.
Which is fine, but I kept wondering what my choices were adding up to throughout the game. Not just the dialogue options that were given, but at one point, after you can flirt with Delilah, the game gives you the option to put your wedding ring back on, a reminder of the wife you've left behind. Was this a choice that would impact my relationship with Delilah? By wearing the ring, was I subconsciously choosing my past rather than my potential future? Again, it didn't matter to the overall story, however, it does matter to the story I was telling myself of Henry through this game.
Again, I don't think what I'm saying is a criticism, but rather, something that I questioned throughout the game, only to find out that these decisions I was making didn't add up to much, other than my own personal narrative. If I played Firewatch again, these choices wouldn't weigh on me nearly as much as they did on my first go-around. And I do appreciate how this game, which is largely a walking simulator, let me add some character to Henry, even if it was just for my own mental narrative.
I also found that some of the design choices here were a bit frustrating and uneventful to me. For example, navigation through the map was a bit tiresome, and I feel like it could've been improved by simply changing the blip on the map representing you to an arrow, so you have some idea where you're going. And while I enjoyed finding the different caches throughout the woods, rarely did I feel like they contained anything worth going out of my way for. There are plenty of woods to explore in this game, but for the most part, I didn't feel all that compelled to keep exploring and see what's out there.
However, what matters here is the story of Firewatch, which I did find quite powerful. The way it mixes its central mysteries with Henry's personal story of what he should do as his life crumbles around him was potent. The dynamic between Henry and Delilah is delightful and makes you want to keep talking, even if it's about nothing. By the end of the game, I found myself surprisingly moved by the story developer Campo Santo had told, with an ending that manages to feel both slightly underwhelming, yet exactly where this story should conclude. Overall, a wo






