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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Final Fantasy XV - title

I really don't know what to make of Final Fantasy XV. On the one hand, the game is trying to do something new and kind of interesting with the long-stale open world formula. I desperately want to be able to celebrate the game for these new ideas. That being said, the game just completely blunders so much of its fundamental design, and it tramples on many of these promising new ideas by falling back on too many of the very same tropes that have killed so many other open world games.

The obvious common criticism of the game is that it's got too much of the player just sitting in the car waiting. You don't even have to drive the damned thing, as you can set one of the NPCs in your entourage to do all the driving for you. And even if you do decide to take the wheel, the car drives itself. You just press the gas, and the car automatically steers itself to stay on the road. You can't even turn off of the road even if you want to.

You know what? I'm actually OK with that.

Final Fantasy XV - reading in the car
I actually don't mind the long drives, as I can catch up on some reading along with Gladiolus

A nostalgic road trip adventure

You see, having such restrictive travel mechanics actually forces the player to think more about how you're going to navigate the world. While in the car, you are confined to the game's roads and highways. You can't just point the car directly at your objective marker and drive off-road in a straight line to get there. You're also limited to traveling during the daylight hours, and you have to make sure that you budget the time and money to stop for gas and lodgings. There's a genuine amount of logistical planning required for accomplishing virtually any task in this game. You have to think about traversing this world in the same manner that the characters would have to think about it! This is a role-playing game, after all, isn't it? So these travel mechanics are actually pretty clever ways of putting the player in a role-playing mindset and giving you a game to play when you're outside of combat.

I get the feeling that Square-Enix wanted Final Fantasy XV to emulate being on a road trip. You spend large chunks of time sitting in the car driving across the countryside, passing rest stops, scenic overlooks, and roadside diners. You stop every so often to admire the view, take a walk through nature, or chat with the locals. When the sun sets, you are pressured to find a motel to bunk in, or to set up a camp site if you happen to be on foot.

For brief periods of time, this game hits a very serene high in which you start to feel like you're really in this world and with these people, as they sit bored in the car, or eat dinner over a campfire while going over the photos that they took of the day's adventure. It's the same sort of feeling that No Man's Sky hits in its early hours, when you're still awestruck by the sheer size and scope of the new planets you set foot on. Having been someone who used to take annual road trips with my family to visit national parks around the country, seeing a video game try to simulate and systemize that activity (and the human bonding that it engenders) is genuinely endearing and makes me more than a little bit nostalgic.

Final Fantasy XV - camping
This game makes me nostalgic for the summer camping trips of my youth.

Mundane video game adventure

But then, much like No Man's Sky, Final Fantasy XV shatters that experience by forcing you back into "video game land". It isn't the long stretches of non-interactive driving through a video game vacation that bothers me. Instead, I'm bothered by the sheer tediousness of the mundane fetch quests and busy-work that the game throws at you. You see, a road trip -- and an adventure in general -- only really works if you're always traveling towards a destination. This is a feeling that Final Fantasy X completely nailed!...

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My past two blog posts have been focused on open world gaming. These posts have been continuations of an earlier post about the narrative "limbo" that many open world games create via their quest structures. In the first post in this second series, I pointed out what I perceive to be a problem with open world games that insist on turning their sandbox worlds into little more than convoluted mission-select screens and collectible checklists. In the following post, I described some games that I think managed to make successful open worlds by including features or mechanics that made traveling through the space (or knowledge of the space) into a meaningful mechanic. This time, I want to go back to some of the games that I singled-out in the first post in this series, and brainstorm some ways that they could have made better use of the large spaces that their maps offered so that traveling around the world wouldn't become so boring later in the game.

But before I do that, I want to re-emphasize that I don't hate these games. They're just not very good at using their space, and that's what I'm criticizing. Well, the newer Assassin's Creed games have been pretty terrible. Anyway, I pick on games like Skyrim and The Witcher III a lot, but I like them just fine - I bought the DLC for both. I pick on them, not because I hate them, but because I do like them and I want them to get better (or for their sequels to get better). Rather, my objective here is to find ways for these games to make better use of the large, open spaces that they provide the player, so that exploring the map feels more mechanically relevant, more interesting, or more rewarding; and to feel less like a time-sink.

Games like Skyrim and The Witcher III have massive worlds, but do a poor job of utilizing the space.

Bethesda's Skyrim and Fallout titles, as well as CD Projeckt Red's Witcher III and Rockstar's Grand Theft Auto V, already have open worlds that transcend being simple, convoluted mission-select screens like games like Assassin's Creed and Metal Gear Solid V. They populate their worlds with little narrative world-building details that make their worlds feel alive and lived-in (even though they may feel stagnant). So what could a game like Skyrim or The Witcher III have done to improve its open world?

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A gamer's thoughts

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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