Compara los precios de Firewatch en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Campo Santo. Publicado por Panic. Lanzado el 9/2/2016. Disponible en PC, Mac, Linux, Xbox. Géneros: Adventure, Indie. Puntuación Metacritic: 81/100.

Four to seven hours alone in the Wyoming wilderness with a walkie-talkie and a mystery that burns brighter than it lands - if that sounds like your kind of evening, keep reading.

I finished Firewatch in a single sitting, lights off, headphones on, and when the credits rolled I sat quietly for a few minutes before doing anything else. That reaction tells you most of what you need to know. Campo Santo built something lean and precise here: a first-person exploration game set in the Shoshone National Forest in the summer of 1989, where you play Henry, a man running from a life that got too heavy. His only real company is Delilah, his supervisor, heard exclusively through a crackling handheld radio. The whole emotional architecture of the game rests on that wire. Navigation is analogue and deliberate. There is no glowing waypoint hovering in space, no minimap with a blinking dot. You carry a paper map and a physical compass, and you orient yourself by actually reading the terrain. It takes a little adjustment, but it suits the mood perfectly. The forest rewards curiosity - supply caches are tucked away, context-sensitive rappel points open new corridors across the canyon walls, and each distinct area has its own texture and light. The painterly art style gives everything a warmth that feels hand-applied, like each rock face and pine canopy was considered individually. Ben Prunty's score (yes, the FTL composer) threads through the ambient soundscape with restraint, arriving and receding at exactly the right moments. The core loop is walking, radio conversation, and a slow-building mystery. There are no puzzles in the traditional sense, no combat, no quick-time events. Dialogue choices during radio calls are timed, which keeps exchanges feeling alive rather than menu-like, and you can even stay silent - something that accidentally says a lot about Henry when it happens. The choices themselves are largely expressive rather than consequential; different paths through the map and different answers to Delilah lead to roughly the same story beats. If you go in expecting branching outcomes or systemic freedom, you will find the walls sooner than you want to. The ending is where Firewatch divides people, and the conversation has been going on since launch. The mystery builds with genuine tension across the middle act, and then resolves in a way that many players find deflating rather than cathartic. I think the resolution is actually honest to what the game is about - it is not a thriller, it is a story about avoidance and grief - but I understand the frustration. When a game holds its mystery that carefully for that long, a quiet human explanation reads as a letdown to players hunting for revelation. Know going in that the journey carries more weight than the destination, and you will make peace with it. What Firewatch does better than almost any game of its kind is make two characters feel like real people inside of five minutes. Henry and Delilah are written with specificity and voiced with emotional nuance that earns genuine attachment. Some of the best exchanges are mundane - banter about the job, teasing about nothing, the small rhythms of two isolated people filling silence. It is a short game, four to seven hours depending on how much you poke around, and it knows when to end. For a certain kind of player, that restraint is the whole point. Kai, Scout Team

Firewatch

Firewatch

9 feb 2016Campo SantoPanic
GamerScout opina

Four to seven hours alone in the Wyoming wilderness with a walkie-talkie and a mystery that burns brighter than it lands - if that sounds like your kind of evening, keep reading.

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I finished Firewatch in a single sitting, lights off, headphones on, and when the credits rolled I sat quietly for a few minutes before doing anything else. That reaction tells you most of what you need to know. Campo Santo built something lean and precise here: a first-person exploration game set in the Shoshone National Forest in the summer of 1989, where you play Henry, a man running from a life that got too heavy. His only real company is Delilah, his supervisor, heard exclusively through a crackling handheld radio. The whole emotional architecture of the game rests on that wire. Navigation is analogue and deliberate. There is no glowing waypoint hovering in space, no minimap with a blinking dot. You carry a paper map and a physical compass, and you orient yourself by actually reading the terrain. It takes a little adjustment, but it suits the mood perfectly. The forest rewards curiosity - supply caches are tucked away, context-sensitive rappel points open new corridors across the canyon walls, and each distinct area has its own texture and light. The painterly art style gives everything a warmth that feels hand-applied, like each rock face and pine canopy was considered individually. Ben Prunty's score (yes, the FTL composer) threads through the ambient soundscape with restraint, arriving and receding at exactly the right moments. The core loop is walking, radio conversation, and a slow-building mystery. There are no puzzles in the traditional sense, no combat, no quick-time events. Dialogue choices during radio calls are timed, which keeps exchanges feeling alive rather than menu-like, and you can even stay silent - something that accidentally says a lot about Henry when it happens. The choices themselves are largely expressive rather than consequential; different paths through the map and different answers to Delilah lead to roughly the same story beats. If you go in expecting branching outcomes or systemic freedom, you will find the walls sooner than you want to. The ending is where Firewatch divides people, and the conversation has been going on since launch. The mystery builds with genuine tension across the middle act, and then resolves in a way that many players find deflating rather than cathartic. I think the resolution is actually honest to what the game is about - it is not a thriller, it is a story about avoidance and grief - but I understand the frustration. When a game holds its mystery that carefully for that long, a quiet human explanation reads as a letdown to players hunting for revelation. Know going in that the journey carries more weight than the destination, and you will make peace with it. What Firewatch does better than almost any game of its kind is make two characters feel like real people inside of five minutes. Henry and Delilah are written with specificity and voiced with emotional nuance that earns genuine attachment. Some of the best exchanges are mundane - banter about the job, teasing about nothing, the small rhythms of two isolated people filling silence. It is a short game, four to seven hours depending on how much you poke around, and it knows when to end. For a certain kind of player, that restraint is the whole point.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaWalking SimExplorationNarrative-DrivenVoice ActingAtmospheric SoundtrackAnalogue NavigationMysteryShort Playtime

Requisitos del sistema

Mínimos

OS
Windows 7 or higher 64bit
Memory
6 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
NVIDIA GeForce 450 or higher with 1GB Memory
Processor
Intel Core i3 2.00 GHz or AMD equivalent

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Reseñas y valoraciones

Metacritic
81

Información del juego

Desarrolladora
Campo Santo
Distribuidora
Panic
Fecha de lanzamiento
9 feb 2016

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Firewatch está disponible en PC, Mac, Linux, Xbox.

¿Cuándo se lanzó Firewatch?

Firewatch se lanzó el 9 de febrero de 2016.

¿Quién desarrolló Firewatch?

Firewatch fue desarrollado por Campo Santo y publicado por Panic.

¿Merece la pena comprar Firewatch?

Firewatch tiene una puntuación Metacritic de 81/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.