Firewatch
Ah back to truly linear, set path, no deviation games. But wait, walking sim Firewatch – despite the resolution of Henry and Delilah’s relationship always ending with them never meeting in-game – does have subtle differences available via multiple playthroughs. Most noteworthy is Delilah agreeing to meet Henry after they’ve been evacuated (an ending it seems most playthroughs don’t attain), but there are distinct tones and phrases defining the pair’s relationship possible depending on the player’s dialogue choices. Perhaps another new term is needed. ‘Slightly linear?’ ‘Narratively de-linear?’
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