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Firewatch | Spoiler Discussion

Haunted

Member
OK, I skimmed through the topic, and I found answers to all the questions I had after the ending, except for one.

Who/what Delilah talks about in the beginning, when Henry's listening to her conversation with someone else, and has an oppotunity to interrupt her?
She's reporting the break-in into Henry's lookout tower.
 
Cons- I wish the exploring side of the game had more to do. Maybe engine/budget/time issues but more clearing, chopping, roping, survivaly stuff to do. I'm not talking a hunger meter but just something to make me feel more outdoors.

I'm not sure how this could happen better but I felt the time jumps affected the relationship between me and Delilah. Again, structurally they probably had to but I didn't like not being in on that stuff.

Like others, I felt the mystery really felt flat. I get that sometimes these things do in real life but having it all be explained by a guy in a tape just felt like oh... really?


Pros- just beautiful

the camera was cute

I loved how the mystery felt right up until I found out it was ned, just perfect until then

Delilah in general, just so lovely and warm and nice and funny and even like... how did a game make me feel so excited to kinda pretend flirt in a completley low key way... then immediately feel guilty because I remembered that as Henry, I've left my wife a world away... just no other game has done that.


But really I'm not sure how it did it, but the text only opening held more emotional impact than most games would ever have ever. Just... perfect. Like extremely memorable.
 
I don't know how far to get into this but Ned & Brian being in the tower, Ned listening to you, you finding Brian's body in the cave, telling to Delilah on the last day, going to her tower to leave and having one final radio conversation before heading out for good, was in the game for probably 75% of its production. The details surrounding it were shuffled around -- for instance, there was a long time where the story was that Delilah didn't know Brian was out there, only Ned did and hadnt told any other lookouts, and Henry became fascinated by this kid that was missing but not on record and Delilah didn't really care about it, but it didn't work so the story was reworked to bring Delilah into the Goodwin's story more more. That's the sort of thing that we changed around, not the actual plot events of the end. Those sorts of changes do have big important and effective effects on the characters and what they say to each other in the final game, but not so much on the overall plot or order of events.

Do you have any plans about adding a developer commentary to the game at some point? Or even just doing a full play-through of the game with everyone at Campo Santo? I'd love to hear more about what went in the development of the game and, in particular, the story-line.
 
My initial gut-check on Firewatch is that it's about that ugly human instinct to Not Want To Deal. Faced with a painful truth, the brain can go through pretty contorted mental gymnastics to avoid having to deal with it. It's interesting that Delilah is the one to break character and just flat-out slap Henry with the cold truth: Go be with your horribly sick wife, Hank. I felt myself super disappointed that Delilah wasn't in the tower when I got there, and then I hated myself for feeling disappointed, because the whole "relationship" (which even Delilah questions and feels awkward about questioning or even bringing up) is a figment. It's Schroedinger's Cat: it exists and doesn't exist, and as long as you don't directly talk about it or acknowledge it it can be both of those things at once, so can't we just lie to ourselves and just let things be and enjoy a snarky chat together? That's why Delilah can never be there for Henry - that would be the super sappy, shitty Hollywood ending that accomplishes nothing.

I really loved your interpretation of this and feel like it mirrored my own experience with the game.

I also feel like my far longer than average playtime changed the way I saw the Ned/Brian stuff and might explain how I saw it differently than some people have said, because the longer I spent in the world the more time I had to think about what was going on and how they fit in to the rest of the game world. I didn't feel like that story came out of nowhere or wasn't in the foreground enough at all, but I had a lot of time to walk around thinking about it as I read old notes, found clues in the environment and in conversations with Delilah, etc.
 
The physics on the 20-sided die were a bit of a disappointment, not gonna lie.

I also thought Henry felt a bit frustrated at times and just wanted to pick something up and throw it as far as he could just to vent, but when I instinctively wanted to do that with a loose rock or a book or something, he just did the limpest of tosses.

Kinda weird what kind of narrow things can lead to disconnects from the game.

I ran into this with the photo of Henry and Julia. Picked it up and looked at it. Wanted to put it back, but Henry just limply threw it at the floor despite the fact that this photo probably meant a lot to him ..

I was, however, amused when I at one point accidentally threw one of the beer cans, instead of putting it away, and Henry commented that
he wasn't the god damn maid, or something along those lines
.
 

mrklaw

MrArseFace
Just finished it. Feel a little ambivalent about it really.

The entire relationship between Henry and Delilah was weird because it always seemed to me from the opening section that Henry was clearly in love with Julia and so I never felt a desire to choose any dialogue options that would create a closer relationship with Delilah, even when she clearly started to push for that.

I felt zero emotional connection to Ned and his son, and I don't think that was ever fleshed out much during the game - so it has little or no payoff when that came around.

The full-on research station that was actually just being borrowed by Ned was fun but within the game was almost throwaway.


As for Delilah leaving at the end - so? It was getting dangerous so she left. She was still at the main base when you talk to her at the end, so again I felt no real regret at not meeting her, because I presumed she'd still be there at base for the debrief etc so we'd probably meet and have a drink in 30 mins anyway. And the way the game makes a point of you never seeing a human being (pretty much), I wasn't expecting them to suddenly have a full-on meeting with her so it just felt like an avoidance mechanism so they didn't have to deal with a fully animated main character in front of you - I think no matter how good that would have been technically, it would have taken me out of the game a little, as the relationship has been formed in your head purely from conversation.

Mechanically it was a little odd too. There are these nods to metroid style blocking off of areas until you have power-up X, but then they were barely needed anyway. I maybe was hoping for more exploration but the map was actually pretty small in the end. And things like the flashlight - did it actually have a limited battery life? I barely used it because all the environments were usually bright enough to see where you were going. Towards the end in the cave I just switched it on because it made some nice shadows/contrast, but never felt the need to use it

I don't want this to come across overly negative. I didn't dislike the game, it just left me feeling maybe lukewarm. I will say I enjoyed the environments, and the conversation/dialogue was very natural feeling, and the chemistry between the characters was really well done.
 

Jake

Member
The physics on the 20-sided die were a bit of a disappointment, not gonna lie.

I also thought Henry felt a bit frustrated at times and just wanted to pick something up and throw it as far as he could just to vent, but when I instinctively wanted to do that with a loose rock or a book or something, he just did the limpest of tosses.

Kinda weird what kind of narrow things can lead to disconnects from the game.

It's not really documented but the longer you hold down the "drop item" button, the harder he'll throw something (to a certain point). It's not always well tuned but you can chuck things pretty far if you try. Especially things like the baseball and stereo.

Ucchedavāda;195221156 said:
Do you have any plans about adding a developer commentary to the game at some point? Or even just doing a full play-through of the game with everyone at Campo Santo? I'd love to hear more about what went in the development of the game and, in particular, the story-line.
We'd love to do both those things. Hopefully when the dust settles post-launch we can start looking into stuff like this.
 
It's not really documented but the longer you hold down the "drop item" button, the harder he'll throw something (to a certain point). It's not always well tuned but you can chuck things pretty far if you try. Especially things like the baseball and stereo.


We'd love to do both those things. Hopefully when the dust settles post-launch we can start looking into stuff like this.

Developer commentary would be so good. I'd buy a second copy just for that. How about a Goldblum mode?
 

Haunted

Member
It's not really documented but the longer you hold down the "drop item" button, the harder he'll throw something (to a certain point). It's not always well tuned but you can chuck things pretty far if you try. Especially things like the baseball and stereo.
I'm gonna make my own game, throw the die out of the window as hard as I can and try to find it at the bottom of the tower.
 

mattiewheels

And then the LORD David Bowie saith to his Son, Jonny Depp: 'Go, and spread my image amongst the cosmos. For every living thing is in anguish and only the LIGHT shall give them reprieve.'
I loved how they play with your emotions all the way through. Yes, you feel disappointed and empty at the end, but that's why I thought it was a really strong ending. You effectively feel like Henry does in that situation. It's almost like everything was a dream, you have to pick up the pieces, move on with your life and face your responsibilities again. In the end, a romance with Delilah wouldn't have worked.

It's bittersweet and that's what I love about it. Far too few games do this and seeing all the responses here I can totally see why. It's quite risky. We as gamers have been conditioned to expect a game to go out with a bang. This one breaks that mold, just like Gone Home did too.

Thank you for this unique and memorable experience Campo Santo! :)
Yeah, or we're conditioned to escapism in our games. I love this because it teases escapism, but ultimately rests on the idea of expectations vs. reality. This is a pretty mature story, and it also manages breaks the fourth wall a little by having those two kinds of storytelling crash into each other in, for what seemed to be a bunch of people, a very artificial and conspicuous way. I personally love that.
 

hamchan

Member
I kinda disagree with this game's message that the right thing to do is for Henry to return to his wife. Henry tried for years to look after his wife and he couldn't handle it. The truth is if he returns to her she'll still be sick, she still won't be able to recognize him and he'll ultimately be trapped again.

I know if I ever get Alzheimer's at a young age I would want my partner to move on and try to find another chance at happiness instead of feeling obligated to me forever and being tied to me, even though I might not even remember them and be able to give anything back.
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
Crossposting from the other thread, it's probably better off here:

Overalll, i liked the first half a lot more than the second half.

For one thing, the atmosphere was just straight up better, because you were exploring and saw new things and all, when the second part mostly consistet of revisiting already known places.

Then there is the story, which started off as something very personal which i really liked. The weird lost like social experiment stuff was interesting and thrilling but the reveleation at the ending just left me not feeling anything. A guy i've never seen killed another guy i've never seen. I dunno. didn't really got to know either of those two really.

I think the game would've been a lot better if it would've focused more on the personal part of the story. With his women suffering dementia, him trying to get away, meeting that other women from the other watchtower, bantering and flirting. That was just a lot more interesting, especially because the characterinteraction between the two was really good and authentic, especially so when the fire started and you stood there in the night, flirting a bit with her and all. That was really cool.

Overall i don't regret buying nor playing this game, but i would'nt recommend it wholeheartedly either. It could've been something truly special but instead it was just "good"

Agreed on all counts. The relationship with Delilah and how that plays out based on your answers to her and how you do it don't talk about Julia is super cool. That feels very real and well executed.

The overarching plot deflates very fast, and lacks the staying power of the rest.

The part where you are talking to Delilah while watching the fire was powerful stuff. Same when I couldn't help but put my wedding ring back on. The actual plot outside that? Eh.

Just finished it. Feel a little ambivalent about it really.

The entire relationship between Henry and Delilah was weird because it always seemed to me from the opening section that Henry was clearly in love with Julia and so I never felt a desire to choose any dialogue options that would create a closer relationship with Delilah, even when she clearly started to push for that.

.

I actually started to pick certain choices I shouldn't have as a married man because Delilah was great to talk to and there when my wife wasn't. I started to understand where he was at. I actually totally played into it.
 
I just finished it and the ending was.....unsatisfying?
I am fine with the story turning the way it did with ned but then you just hop on the helicopter and never see Delilah again....the whole story was building up with her

Also what the hell was the point of the
Fenced off area. As far as I know it had nothing to do with anything but it was a big secret throughout the game. Was Ned here too? Why was there transcripts here and then transcripts at neds hideout
 

Mudron

Member
It's not really documented but the longer you hold down the "drop item" button, the harder he'll throw something (to a certain point). It's not always well tuned but you can chuck things pretty far if you try. Especially things like the baseball and stereo.


We'd love to do both those things. Hopefully when the dust settles post-launch we can start looking into stuff like this.

I would LOVE to see/hear this, even if it's "just" getting as much of the team as possible together to comment/chat over a playthrough of the game. Have Olly & the others call in, if they can't fly in, etc.
 

Spyware

Member
I never saw the "You should go to Julia" as "go be stuck with a person who doesn't recognize you and love her and try to have a life with her".
Henry is still married to her. It seems he doesn't know what to do with that. He needs to go see her. Talk to her family. Maybe get a divorce and either keep her as a friend (that doesn't know him) and see her sometimes, or just break the bond between them and let her be. Not having to see that shell of a person he loves. I don't think he can go on living or decide what to do with the relationship if he doesn't go see her. Maybe for one last time. So that's how I interpreted "go to Julia". "Go to Julia and figure out your life".
 
Also what the hell was the point of the
Fenced off area. As far as I know it had nothing to do with anything but it was a big secret throughout the game. Was Ned here too? Why was there transcripts here and then transcripts at neds hideout

That was basically a university research site, which appears to be working on something relating to soil research, and on tracking a few elk in the local area. There is a note dealing with four individual animals, the description of one of which very, very loosely matches Henry (i.e. frequent travels to / from Two Forks), but which Henry and Delilah takes to refer to them and (possibly) the two girls. The actual notes you found about Henry and Delilah were placed by Ned, which is explained by the stuff he leaves behind in his hideout, including drafts of those character reports. Ned simply broke in through a weak area of the fence (there's a map at his hideout showing this), and has been borrowing stuff from there, and once Henry and Delilah began fabricating conspiracies, he planted that evidence to further throw them off. He even has a note about cleaning up before people get back, later that year.

There are, however, two things that don't really make sense about that station, the first of which is how big it is considering the scope of the research projects, and secondly why they'd be leaving very expensive equipment behind for months on end.
 

Spyware

Member
Ucchedavāda;195238979 said:
There are, however, two things that don't really make sense about that station, the first of which is how big it is considering the scope of the research projects, and secondly why they'd be leaving very expensive equipment behind for months on end.
I think the leaving things there is pretty logical. They had fenced the area off to be able to leave the stuff so they wouldn't have to bring it with them. It's a looong hike out (two days for Henry with only the backpack), or expensive copter rides.

Btw, no need for spoiler tags in the spoiler thread :)
 

Visceir

Member
Also what the hell was the point of the
Fenced off area. As far as I know it had nothing to do with anything but it was a big secret throughout the game. Was Ned here too? Why was there transcripts here and then transcripts at neds hideout

I find it amusing that Henry couldn't just climb the fence. VIDEOGAMES!
 

Sloane

Banned
The entire relationship between Henry and Delilah was weird because it always seemed to me from the opening section that Henry was clearly in love with Julia and so I never felt a desire to choose any dialogue options that would create a closer relationship with Delilah, even when she clearly started to push for that.
I did the same and it puts the finger on something I couldn't quite describe when I summed up my impressions a few days ago. I think I wrote something along the lines of the Henry in the forrest being very different from the Henry the prologue told me about, but it's probably really more like... there's a step missing in between?

But, yeah, I actually felt uncomfortable when Delilah seemed to flirt with Henry, I couldn't always choose what I personally would have wanted to say if I were Henry, which let to both a disconnect between me and him, as well as me actively disliking Delilah to some degree because she didn't seem to "respect" what he had with Julia.

A game obviously can't offer every possible dialogue option but sometimes it felt like it was forcing me into something that I just didn't see in Henry. As great, as surprising, as real, and as touching as the prologue was, in retrospect I can't help but wonder if it might have been actually detrimental to my enjoyment of the game -- or at least to my suspension of disbelief in regards to the credibility of their relationship.
 

Sai-kun

Banned
Dunno, Delilah seemed far too flawed for me/Henry to have any kind of romantic attachment to her. Starting with the jokes/sarcasm straight from the get-go, her drinking, avoiding responsibilities and her having a boyfriend to top it all off. I did my best to avoid all romantic options in the conversation while trying to remain friendly and suggested her to go become a crossword puzzle creator in the end.

This was probably also what made the ending seriously underwhelming, especially after hearing such high praise for it in certain podcasts.

Funny how people can see things so differently. :) All that stuff (aside from the boyfriend thing, but I think Ned made that up) was a positive for me and made her super likeable, and I picked a lot of the flirty options when possible.
 

Jake

Member
Funny how people can see things so differently. :) All that stuff (aside from the boyfriend thing, but I think Ned made that up) was a positive for me and made her super likeable, and I picked a lot of the flirty options when possible.

Javier isn't made up. If you talk about yourself a lot less on day 2 (during the hike to the teens camp when a lot of this comes up) and then push pretty gently about her in there somewhere towards the end of those conversations, she'll open up and tell you about Javier and what happened with him and her and why shes still out here by herself. If that conversation happens, the discovery of the reports in the research site plays a little differently because her boyfriend Javier isn't a "reveal" in that playthrough.
 

nOoblet16

Member
Ucchedavāda;195231110 said:
I ran into this with the photo of Henry and Julia. Picked it up and looked at it. Wanted to put it back, but Henry just limply threw it at the floor despite the fact that this photo probably meant a lot to him ..

I was, however, amused when I at one point accidentally threw one of the beer cans, instead of putting it away, and Henry commented that
he wasn't the god damn maid, or something along those lines
.

You can put the photo (an a lot of other stuff) back exactly where it was if you get your cursor at that point. You'll get an option "Put down" and Henry will place it how it was instead of throwing it.

And Henry's throw depends on the duration you hold the button afaik.
 

Sai-kun

Banned
Javier isn't made up. If you talk about yourself a lot less on day 2 (during the hike to the teens camp when a lot of this comes up) and then push pretty gently about her in there somewhere towards the end of those conversations, she'll open up and tell you about Javier and what happened with him and her and why shes still out here by herself. If that conversation happens, the discovery of the reports in the research site plays a little differently because her boyfriend Javier isn't a "reveal" in that playthrough.

Oh, I know he's not made up, I meant the 'fact' that Javier and Delilah are still together. In my playthrough, she says he broke up with her years ago, but the report claims she's still together with him.
 

Gavin551

Banned
I'm wondering if anyone did a second playthrough and went to the fenced off area before you find it through the story.
Does Henry say anything? Seems like it's supposed to be a big deal when you find it.
 
Just finished it. I thought the game was pretty good, liked it, but about halfway through the game there were so many red herrings that it reminded me from that Shyamalan movie "The Visit".

The ending fell flat to me, I didn't mind not meeting Delilah but I never felt any connection to Ned and his son.
 

LaneDS

Member
This isn't really a spoiler point, but since Jake is posting so frequently in here I wanted to highlight an immersion breaking bit that happened for me.

Once I picked up the tracking device (wave receiver?) in the research tent, I had already triggered all the discussion points I could find in the tent beforehand. The tracker made it very clear that there was something to find at the back of the tent, but in trying to find it I kept triggering the exact same dialogue (I think on the receiver) three times before I realized I had to clear off the papers to find what was giving off the signal. The game had been so good with naturally delivering dialogue up until that point that hearing the same line rattled off three times really broke that scene.

That, and the aforementioned fence that I felt Henry should have 100% been able to climb over, made that section kind of messy for me. Those were the only two immersion breaking moments I can remember though, which for a game like that is pretty solid overall.
 
You can put the photo (an a lot of other stuff) back exactly where it was if you get your cursor at that point. You'll get an option "Put down" and Henry will place it how it was instead of throwing it.

And Henry's throw depends on the duration you hold the button afaik.

I know that you can (sometimes) put down items at specific locations, but I did not find the location that allowed me to do so for the photo. Or for most other items for the matter, the exceptions I remember being the typewriter (table) and books (shelves).


Oh, I know he's not made up, I meant the 'fact' that Javier and Delilah are still together. In my playthrough, she says he broke up with her years ago, but the report claims she's still together with him.

My guess was that this was part of Ned trying to sow distrust between Henry and Delilah, since it is revealed that this was an explicit goal of his, but perhaps Jake can confirm / debunk.


This isn't really a spoiler point, but since Jake is posting so frequently in here I wanted to highlight an immersion breaking bit that happened for me.

Once I picked up the tracking device (wave receiver?) in the research tent, I had already triggered all the discussion points I could find in the tent beforehand. The tracker made it very clear that there was something to find at the back of the tent, but in trying to find it I kept triggering the exact same dialogue (I think on the receiver) three times before I realized I had to clear off the papers to find what was giving off the signal. The game had been so good with naturally delivering dialogue up until that point that hearing the same line rattled off three times really broke that scene.

That, and the aforementioned fence that I felt Henry should have 100% been able to climb over, made that section kind of messy for me. Those were the only two immersion breaking moments I can remember though, which for a game like that is pretty solid overall.

I had something similar happen during my first play-through. From what I remember, I did not phone-home about the device before picking it up, which resulted in Delilah telepathically knowing about it when finding the reports, and then not knowing about it during a later conversation.
 

Jake

Member
This isn't really a spoiler point, but since Jake is posting so frequently in here I wanted to highlight an immersion breaking bit that happened for me.

Once I picked up the tracking device (wave receiver?) in the research tent, I had already triggered all the discussion points I could find in the tent beforehand. The tracker made it very clear that there was something to find at the back of the tent, but in trying to find it I kept triggering the exact same dialogue (I think on the receiver) three times before I realized I had to clear off the papers to find what was giving off the signal. The game had been so good with naturally delivering dialogue up until that point that hearing the same line rattled off three times really broke that scene.

That, and the aforementioned fence that I felt Henry should have 100% been able to climb over, made that section kind of messy for me. Those were the only two immersion breaking moments I can remember though, which for a game like that is pretty solid overall.

Thanks for the heads up! I'll look into it (this is code for "I will ask Nels to look into it.").
 
To anyone who didn't like the ending: Have you thought that maybe the devs intended you to feel disappointed that Delilah left without you, because that's exactly how Henry felt? One of the dialogue options was "I'm disappointed" even. That was one the reasons I liked the ending, you the player felt pretty much the same emotions as the character did in the game, even though I understood why she left. Others here have mentioned what it's like to form a close relationship with someone without ever even meeting them face to face; it can be pretty awkward, not to mention it could ruin the relationship that you had.
Except regardless of their intention it is incredibly unsatisfying for the player. Not saying it was or wasn't intentional or part of their design but it is irrefutably unsatisfying for the majority of players, hence the complaints.
 
I never saw the "You should go to Julia" as "go be stuck with a person who doesn't recognize you and love her and try to have a life with her".
Henry is still married to her. It seems he doesn't know what to do with that. He needs to go see her. Talk to her family. Maybe get a divorce and either keep her as a friend (that doesn't know him) and see her sometimes, or just break the bond between them and let her be. Not having to see that shell of a person he loves. I don't think he can go on living or decide what to do with the relationship if he doesn't go see her. Maybe for one last time. So that's how I interpreted "go to Julia". "Go to Julia and figure out your life".

Yeah, that's kind of how I see it too. Delilah's nudge isn't so much "be the devoted, quietly suffering husband you're supposed to be," it's "make a decision you can live with emotionally instead of hiding in the forest and trying to have it both ways." Think about it from her perspective and assume for the moment that she's interested in Henry: how is she ever going to know if Henry's with her because he actually wants to be with her, as opposed to just being a person he can live with who isn't sick like Julia? How is she ever going to know that he doesn't still love Julia somehow and isn't that invested in the relationship? There are so many ways in which this can go wrong for Delilah, even disregarding that she's a bit of a shut-in and that she might have liked Henry better as a dot on the horizon she can imagine sexy things about, as opposed to an actual human being with needs and wants.

Oh, and since Jake is in this thread, might as well ask in case he sees this: is there any way to add photos to my roll of film after the end of the game, or do I just need to start a new game? I was so nervous about running out of film that I ended up taking only half the roll!
 

KZObsessed

Member
Just finished it, wow. There are aspects that could be better. The whole Ned and Brian aspect didn't get enough build up, I think I wanted a bit more banter and relationship building with D. I think things progressed too quickly with the skipping days. Overall though, it was a special experience that hit me pretty hard at times.

Now what am I to do with my life?

I know, time to play Gone Home.
 

LaneDS

Member
Thanks for the heads up! I'll look into it (this is code for "I will ask Nels to look into it.").

Thank you! Always enjoy seeing developers so involved like you and your teammates have been, so happy to contribute a suggestion that might improve someone's experience down the line.
 
Well just finished. The opening was the strongest portion of the game. The middle really ratcheted up the tension. And the ending was disappointing. I'd guess I'd sum it up as

tumblr_md7nlrmi321rkghduo1_400.gif
.

I will say it does have some of the best damn voice work in a game in a while.
 

ArjanN

Member
That, and the aforementioned fence that I felt Henry should have 100% been able to climb over,

So it wasn't just me, huh. I mean, that type of fence is easily climbable for a kid let alone an adult. Felt a bit forced to go all the way to a different location for that.
 

LaneDS

Member
So it wasn't just me, huh. I mean, that type of fence is easily climbable for a kid let alone an adult. Felt a bit forced to go all the way to a different location for that.

I'd have bought it if there was barbed wire, but now knowing what the camp is actually for, barbed wire seems cruel and out of place. So, uh, a fence maybe twice as high would have been a lot more believable there.
 

Chickadee

Unconfirmed Member
You can put the photo (an a lot of other stuff) back exactly where it was if you get your cursor at that point. You'll get an option "Put down" and Henry will place it how it was instead of throwing it.

And Henry's throw depends on the duration you hold the button afaik.

Oh man I wish I had figured that out! There were a lot of things I eventually chose not to interact with because I was worried once I picked it up I'd just toss it on the ground carelessly. The BIG one was that day you start on at your desk (I forget which day) and it's the first time you're not wearing your wedding ring. I was to scared to pick it up to see if I could put it back on because I was worried there wasn't an option for it, and then to put it down he'd toss it on the floor and have it be lost forever. >__<;
 
did they really think that the wall of text was enough for people to feel any connection towards Henry's wife? the intro and ending is probably the biggest disappointment of the year for me. I loved the voice acting though.
 

Quote

Member
did they really think that the wall of text was enough for people to feel any connection towards Henry's wife? the intro and ending is probably the biggest disappointment of the year for me. I loved the voice acting though.
Good news. We're like 45 days into the year so there's plenty of hope for bigger disappointments.
 

Spukc

always chasing the next thrill
no joke i cried after 10 min into the game .. that story of his wife was WAY to personal to me
 
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