“I think in some ways we were at something of a particularly strong period for narrative games,” Remo says. Related: The Making Of Mass Effect 2's Jack ![]() So much so that many players didn't even realise they were making choices at all.įor the fifth anniversary, I spoke to Chris Remo, the game’s story designer and audio director, about how those choices came about. Throughout the course of the game, the choices you make range in stature, but rarely offer a Sliding Doors moment commonly associated with the narrative game cliffhanger. Where many other narrative games posited their choices as clear, divergent forks in the road though, Firewatch took a more subtle approach to decision making. Firewatch, five years old this month, released at the height of the mid-2010s narrative game boom.
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