Firewatch

Firewatch

Évaluations
PC
Firewatch est un jeu plein de mystères pour un joueur à la première personne, qui se déroule dans le décor sauvage du Wyoming.
90%Évaluations Steam93,7 k évaluations81Metacritic/10080OpenCritic/100
Sortie: Feb 9, 2016
Adventure · Atmospheric · Story Rich · Walking Simulator · Mystery
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Historique des prix

36 derniers mois · mis à jour chaque jour
Minimum historique~ 1,74 €2024-01Minimum actuel toutes boutiques confondues~ 17,44 €Steampar rapport au minimum historique+902%
~ 6,97 €~ 10,81 €~ 14,65 €~ 18,49 €25-0925-1226-0326-0626-09~ 3,48 €

Les prix couvrent Steam et 39 boutiques agréées ; seules les offres vérifiées sont comptabilisées. La courbe montre les minimums hebdomadaires du marché et le prix officiel Steam sur les 36 derniers mois.

L’historique des prix est enregistré en USD. Les montants affichés sont convertis en EUR au taux BCE du 2026-09-18 et sont indicatifs ; la page de la boutique indique ce que vous payez réellement.

Équipe

奥
RÉALISATION
奥利·莫斯
English graphic artist
À son actif看火人
G
PRODUCTION
Gabe McGill
video game producer
À son actif看火人
Production
Jane Ng
Musique
克里斯·雷莫
Game designer principal
克里斯·雷莫 · 傑克·羅德金 · James Nicholas Benson · Nels Anderson
Développeur
Campo Santo
Éditeur
Panic · Campo Santo
7.8
Note globale
Notes externes90%Évaluations Steam93,7 k évaluations81Metacritic/10080OpenCritic/100
Graphismes
8.8
Audio
9
Gameplay
6.5
Scénario
9
Contenu
5.5

“Olly Moss's flat design, walkie-talkie dialogue, and 1989 Wyoming wilderness make this the walking simulator subgenre's ceiling work”

Notre verdict

A subgenre ceiling and a debut that arrived fully formed

Firewatch holds an unusual place in the history of the walking simulator. It is not a universal phenomenon in the way Minecraft is, nor a sprawling narrative ARPG benchmark in the way The Witcher 3 is. It is something more specific: a focused indie walking simulator built on dialogue, nature, and psychological storytelling, and as Campo Santo's debut it carried the burden of dragging the whole subgenre into mainstream view on the strength of three pillars at once, its art, its voice work, and its script. It cleared that bar on arrival. Game of the Year from Polygon, a 9.3 from IGN, and a shelf of heavyweight awards in its first year made it one of the rare cases of a studio's first game becoming an instant landmark.

The numbers back the reputation up. More than 91,000 Steam reviews hold a 90% positive rating, and the critical scores, IGN's 9.3, a Metacritic of 81, Polygon's Game of the Year, line up closely with the player consensus. That agreement between the scoring apparatus and the audience is what keeps Firewatch on must-play lists a decade later. Its award haul is dense for a game this small: Polygon's 2016 Game of the Year, the Game Developers Choice award for Best Narrative in 2017, a BAFTA for Best Debut in 2017, a Golden Joystick for Best Indie in 2016, and a Unity award for Best 3D Visual Experience. Placed on the subgenre's timeline, between the more abstract pioneers and the anthology-driven successors, it occupies a distinct niche of dialogue-driven psychological storytelling and remains one of the easiest doors into the whole genre.

Who it is for, who it is not, and how to play it

The target audience is clear. If you want a walking simulator built on story, visual identity, and psychology, or if the themes of middle-aged marriage, self-avoidance, and emotional repair land for you, Firewatch is close to essential, and the official simplified Chinese support plus broad platform coverage make it more accessible than most of its peers. The anti-audience is just as clear. Players with no patience for pure narrative will feel like they only watched a story for six hours, players who want mechanical challenge will find it weightless, and anyone who needs a cinematic conspiracy payoff will read the anti-climax as a letdown.

On the question of substitutes, the answer circles back to the angle. The combination of Olly Moss's flat-design art, the walkie-talkie dialogue, and the 1989 Wyoming self-exile has gone ten years without a true replacement. Gone Home leans indoor and domestic, What Remains of Edith Finch leans toward its family anthology, Dear Esther leans abstract and poetic, Tacoma leans sci-fi and holographic, and none of them does what this game does. For anyone drawn to narrative-driven indie work, Firewatch is still, in 2026, an unavoidable pick, the short runtime and divisive ending fully acknowledged. Play it with headphones, no walkthrough, no spoilers, across two or three quiet afternoons, and let the first playthrough hit you the way it was meant to.

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