![]() Cupid's arrows have a sort of grapple function though, connecting their targets by a bond so powerful that new couples often behave like a single entity. We don't always think of them in that way because the word 'selfish' tends to suggest a single person, absorbed within their own self. ![]() It avoids many of the potential pitfalls that games can spend their entire running time trying to climb back out of and, more importantly, it can focus on one of the essential traits of romantic entanglements. There's no possibility of smooching, even if things were to move in that direction.Īnd that's why Firewatch is such a wonderful setting for romance, comedic and otherwise. Added to that, the lead characters are miles apart. In Firewatch, there's a whole forest to fry so there's little danger of any romance taking centre stage. They're attracted to one another but there are bigger fish to fry so we're never forced to play gooseberry while they smooch and have lovers' tiffs on the screen. I was reminded of George and Nico, Broken Sword's danger magnets. There are non-specific but definite spoilers for Firewatch. This, I thought to myself, could be a tragedy-tinged comedic romance and I hadn't realised how much I wanted to play such a thing until I was playing it. ![]() There are bright, cheery moments, genuine laughs and a warmth that has nothing to do with any burning threat. When I first started playing Firewatch, I was delighted when the melancholy opening gave way to a lightness of touch. And there's very little that would fall into the rom-com category. There are exceptions, of course, but there are few great romances in gaming, doomed or otherwise. A relationship is the reward at the end of a quest chain or a gift-giving minigame of sorts, or it's the fulfillment of a character's potential and meaning.
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