Firewatch - title

I made it through the big winter game releases, my play-time with Civilization VI's first expansion has slowed down, and the lackluster Green Cities expansion means that I'm not sinking tons of time into Cities: Skylines anymore. This has left me free to finally dive into my Steam back-log once again and try to finally cross off some of the games that have been sitting there for a year or longer. Oh, sure, I have some big games that I'm still playing off and on, like Monster Hunter: World and the 2.0 update of Stellaris, and those reviews will come in time.

Firewatch was released in February 2016, and has been sitting in my Steam library since the summer sale of that same year. I was actually surprised that it had only been two years. I was half afraid that I'd find the game had been sitting around since like 2012 or something like that. Two years isn't that bad, right? I'm not too late to this party, am I?

Firewatch is a summer job to just ... get away from it all.

The life you left behind

Basically, the game is about a middle-aged man dealing with a mid-life crisis. Except that it isn't the stereotypical "mid-life crisis" in which a 40-year-old man goes out and buys a sports car to feel young and "cool" again. In this case, Henry takes a job as a fire look-out at a national park in order to escape the very real life crisis of dealing with his wife suffering from early-onset Alzheimers. He's trying to escape from the very real trauma of losing his wife, Julia. Julia is actually still alive, but the illness means that she isn't the same person, and Henry is struggling with whether he can even stand to visit her anymore, and whether she's effectively "dead to him".

Not only is he losing his wife, but he's also dealing with the guilt and grief of not ever having really given her the life that she wanted. His own selfish desires and apathy meant that they kept putting off having kids, Julia never got to live where she wanted to live and have the job that she wanted to have, and so forth. And now Henry and Julia are suddenly out of time. Not only can he not have the life with Julia that they both want, but he's not young enough to really start over either. He's stuck with the life choices that he's made, and he doesn't want to have to face that.

The game that follows is an exploration of choice, and how a person copes with the consequences of their choices.

There won't always be a "later"...

I'm in my early 30's (a good decade younger than Henry), but I'm starting to get to the age when this sort of thing really hits me hard as well. I'm not 20 years old anymore. I'm becoming very much aware of the ticking clock as well. The pressure to have children soon or accept that we never will weighs on my girlfriend an I. Fortunately, she has a child from a previous relationship, so we did both have the opportunity to raise at least one child together.

My 7-year-old proxy daughter, by the way, asked me who my character in the game is and what he looks like. I told her that he's a "kind of pudgy, balding, middle-aged man with a beard, named Henry." To which she responded, "like you?". Sigh. Yes, sweetie, just like me...

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Miasmata

Although not a terrific game, the indie survival adventure game Miasmata (developed by Bob and Joe Johnson of IonFX) is an interesting title that does deserve to be played by its target audience. It's not a particularly challenging game, but players can back themselves up into seemingly insurmountable holes. Knowing the game's mechanics and rules - and knowing them early - is important to ensuring that you aren't forced to restart from the beginning or give up entirely.

Like with my previous strategy post for Alien Isolation, I am not going to provide specific walkthroughs for the game or any of its specific set piece challenges. In fact, doing so would be even harder than in Alien because Miasmata is a completely open-ended sandbox game. Instead, I will be offering some general-purpose tips that should be relevant for the entire game. This will include some techniques for working around the game's bugs and odd design flaws.

Miasmata - holding objective plant Miasmata - storage bin
Owl statues point towards a cache of medicinal plants, but they do not count as landmarks or show up on the map.

This should be a pretty obvious tip. If you find the plants that are used for the 3 parts of the cure, or the three emphasis drugs, you should immediately pick them and ...

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Miasmata

While looking for new survival horror games on Steam, I stumbled onto a very intriguing title: Miasmata. During my holiday break from work, I decided to boot up the game and see if it scratched my survival horror itch.

It didn't, on account of not actually being a survival horror game. But what I found instead was an equally interesting premise that immediately caught my attention and piqued my curiosity.

The Johnson brothers kept this game about as simple as it could possibly be (perhaps to its detriment). They had a core concept, and they stuck to it. As such, Miasmata is a very novel game. It is probably the only game that I've ever played that is solely about scientific research.

The end goal is to cure a disease that the character has contracted and then escape the island. This disease acts as the central challenge to the game: you have to periodically medicate yourself in order to control the symptoms, but all medications must be derived from the local flora. Failure to do so can slow you down, blur your vision, and eventually kill you. A sheer majority of the game, thus, consists of wandering around the island collecting samples of plants, and then returning them to the nearest laboratory to examine them and use them to concoct various potions. In addition to medicines, you can also create potions to enhance your physical strength and perception. Doing so will allow you to run and swim further, and allow you to always know your location on the map (respectively).

Miasmata - doing science
Stand back! I'm about to do SCIENCE!

Unfortunately, the process of analyzing the specimens is automated (via a skip-able cutscene). You don't actually have to do anything in order to figure out what the plant's effects are going to be, and no actual scientific knowledge is required by the player. Each plant also only has one effect, so the potion-making mechanic (which is the core of the game) is pretty shallow.

The effects of each plant will be noted in your journal, which is one of the best journal features of any game that I've ever played. It has a handy status page that includes pockets for storing your medicines, as well as holding your water flask. It also shows your objectives and has tabs to collected notes, your research results, and the map. The journal is also populated with hyperlinks that take you to the journal page with the relevant information. For example, if you find a note with ingredients for an objective drug, the status page will add a hyperlink to that note underneath the objective. It's every bit the journal that Silent Hill: Downpour wanted to have!

As you explore, you'll also find camps left behind by the deceased research team. These camps can contain notes that can reveal bits of backstory, provide recipes for various potions, or point you in the direction of key plant specimens. The camps also act as safe places for you to restock your supplies (including water), rest, and save your progress.

Keeping yourself hydrated and rested is important, as failure to do so can aggravate the symptoms of your illness and potentially kill you. Unfortunately, the feedback for this isn't terribly great. You'll get a notification when you're thirsty, but the game doesn't bother to tell you that you're tired. Instead, your health just starts rapidly deteriorating for no apparent reason. It took me a while to figure out that it was due to a lack of sleep.

Miasmata - pointless weapons
Combat mechanics are present,
but they don't have any affect.

A curious omission is that you don't have to eat. The game even includes various weapons scattered around the island, and there is an attack and throw command. But you can't attack the hostile panther-like creature that occasionally appears to hunt you, nor can you hunt and kill any of the game's various wildlife (beetles, squirrels, birds, and so forth). So you can only run and hide from the creature, and you only collect plants, which don't need to be attacked in order for specimens to be collected. So why are the weapons and attack mechanic even in the game?

Probably the second most significant mechanic is the map triangulation feature. Instead of revealing the map passively as you walk through it, the player must actively identify the location of landmarks ...

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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