As it turns out this is more for performance reasons, but blocking your view or having lots of curves in your path also ensures that you’re provided with a constant stream of new information about what’s up ahead. What’s especially nice about these is how the optional paths tend not to be too long, so you don’t feel you’ve wasted your time when they turn out to be dead ends.įinally (and this is our favourite bit), when you’re on a trail you can rarely see too far in the distance. The best part is how they use open fields and branching paths to make you feel like the world is larger than it really is.įirewatch has a bit of optional content in paths that you don’t need to explore, but provides extra narrative as a reward for those that do. So long as you’re going in the right direction, the game stealthily funnels you towards your objective. As an experiment, try playing some of the days (especially the earlier ones) only using your map to work out which direction you need to go at the start. Firewatch tasks you with a map and compass and asks you to orienteer to reach your objective, but the secret is the level design does a lot of this for you. People have said plenty about Firewatch’s art, characters and plot - but what interests us most about the game is their stellar level design.įirst up is the macro level design, or the map.
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