Overall, I think game developers are making a mistake and limiting themselves by adopting the movie-style storytelling using cutscenes. I feel games have higher potential for storytelling than movies but it is never going to be realized as long as games mimic and look up to movies as a gold standard. I understand why developers do it or in this case are forced to do it. Change is happening but slow, so slow...
There might be some "spoilers" about Firewatch and I suggest to stop reading if someone is interested playing the game.
About Firewatch....it's the perfect example in this case. Firewatch is a game you need to go in completely blind and the less you know beforehand the better. OP made a fatal flaw and essentially watched a movie and thus cannot comprehend the idea of Firewatch at all and is not in position to criticize it as a game anymore. I don't blame him/her, his/her reaction is what you would expect.
Firewatch is not about the story at all, it's about what the player experiences and how human mind works. It's the players own mind that starts to play tricks from the limited information what is provided. From reading comments on the internet, when the game ends most players feel the real story was not what they expected and felt when they were playing. And that psychological experience is what Firewatch is about. You make things bigger in your mind, like you would if you were alone in the woods.
I cannot imagine toilet-free life.
Kebabs have a unique attribute compared to other consumables. To unlock this effect you need to wolf down a big ass kebab really fast, like under 10 minutes or so and wait for the effect to kick in. If done correctly your movements should feel unbelievably heavy to the point where you literally cannot move at all.
-Downtown Alanya Kebab magazine issue no.198







