![]() The stuff I said up there is the full answer to this question, but, in short: "No, there aren't really multiple endings. So from how i understand it, there are different dialogues throughout the game, depending on your choices, but that doesn't seem to resolve in multiple different endings. Beyond that, we've tried to infuse the world with enough space and points of interest for it to be convincing and to stand up to player exploration and curiosity. You aren't going to be unlocking a bunch of endings or finding crafting components or doing "side quests." (All those things are great, but not what this particular game is about.) The world and game are built to support a particular story, which we did our best to tell, and to facilitate two fully-realized characters, which we did our best to outfit with enough player responsiveness to create a meaningful sense of interactivity and realism. It is a narrative game first and foremost. ![]() If people like spending time in the game enough to play it again, I could imagine dedicating more time and energy to poking into all the corners.Īll that said, this isn't The Elder Scrolls or Dragon Age. Generally speaking, I suspect people's first playthroughs will be somewhat non-intentional. I think it would be hard to find "everything" unless you have explored the world pretty thoroughly and know your way around the map. Most of the people I've seen play through the entire game have found different instances of these things. There are also locations and things to find in the world that are not required by or even related to the main story of the story. That's one of the big things that will differentiate multiple playthroughs. Main article: Freedom Ending Obey everything The Narrator tells you to do. Some of them end with a restart, others need the player to restart themselves. Its an extremely linear game with one ending, and while it allows you to pick different dialogue options, in they end they all lead to the exact same next step. Nice game overall, but i really thought theres gonna be a twist, or something thats gonna leave you with strong emotions.Ursprungligen skrivet av chrisremo:There is far more dialogue in the game than you could ever see in a single playthough, and much of that different dialogue is mutually exclusive, which means if you say one thing rather than another thing, it will affect what happens next, and you can't go back and "change what you said". There are nineteen achieveable endings found in The Stanley Parable. Nothing more.Īgree, i didnt tell her anything about my wife, nor i said anything about "us" being together, later in the story i hoped for some meaningful twist or something! then she did not even wait for me to take the helicopter, and i thought its because i kinda "refused" her and didnt build enough rapport.īut after reading here, i see that nothing would change anyway, around the ending i did start to like her, i feel like at the point wher she was fliring with you, its too early, you barely know her, you barely feel anything, and at that point around the ending is where you had built a relationship with her, which is where the last option should have been. Firewatch is a beautiful, atmospheric game with a lot of heart, and even though the ending and a few other plot points didn’t fully work for me, I immediately wanted to play it again. If there were more ending dialogues depending on what you have or have not said, it would be great. There is no deeper thought about relations between man and woman. Because after different decisions you end up with same result. Just playing it again makes all decisions irrelevant. ![]() Автор сообщения: MyMumIsAstronautThat is exactly what I meant. How many hours of playtime can players expect from Firewatch Sean Vanaman: The core story should take 5-7 hrs but some people want to find everything and that takes quite a bit longer.
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