FIRE

 

Genre:   Casual/Puzzle

Developer & Publisher: Daedalic Entertainment

Released:  April 2015

PC Requirements:  see review below

Additional screenshots   Walkthrough

 

 

by Jenny100

 

Fire

Fire is a 3rd person point-and-click game developed and published by Daedalic Entertainment. It is a humorous game with exaggerated cartoon graphics. Fire received a "Best Kids Game" award at the German Game Awards 2015, despite Daedalic's claim that it wasn't designed as a "kid's game." It has features that suggest it was designed as a casual game – chapters are short and can be individually accessed from the Map Screen, making it possible to progress during brief playing sessions of between 5 and 30 minutes. There's no real story to keep track of, so spreading playing sessions out over the course of weeks won't make you lose track of story or character development.

Story

Your character is named Ungh. In the opening cut scene, Ungh is given the responsibility of watching his village's fire during the night, to make sure it doesn't go out. But he falls asleep, the fire goes out, and he is kicked out of his village. After that, he embarks on a quest to find more fire and bring it back to the village.

Gameplay

Not long after being kicked out of his village, Ungh eats a hallucinogenic object and sees 10 magical orbs appear in a tree, each orb containing a blue firefly. Most of the orbs float away, but Ungh manages to grab one. He immediately throws it on the ground, freeing the firefly, which opens a portal, which pulls Ungh through to the Map Screen. Each chapter has an orb that Ungh must overcome obstacles to collect, and each chapter ends with Ungh picking up and breaking that chapter's orb, releasing the firefly, and being pulled through the portal to the Map Screen, from which he now has access to the next chapter. The actual search for fire is forgotten until the very end of the game. Individual chapters are all about solving the puzzles so you can acquire the firefly orb and get access to the next chapter from the Map Screen.

You can go back and replay levels if you wish. Each chapter has three coin tokens to find, and you may not find them all on your first try. Some coins are sitting out in the open, perhaps partially hidden behind leaves or rocks. But other coins only appear if you do a puzzle correctly the first time. Since these puzzles may require experimentation, you aren't likely to get them right the first time unless you are extremely lucky – or unless you use a walkthrough. In one case, you have to input every possible wrong combination in order to earn a coin. In another, you have to throw away an object you already know you have a use for. Coins have no use in fulfilling Ungh's quest for fire, and are an extra. Find all three coins in a chapter and you will have access to character designs used in that chapter by using an icon on the Map Screen.

Music

Each chapter has its own musical theme. Interestingly, many of the themes resemble music used in westerns on TV, with twanging stringed instruments and whistling. I would have expected the music to sound more like something that could have been produced by "Stone Age" instruments, but that's not the direction they chose. Not that realism was a priority in this game anyway, but the music made me wonder if I were going to see cowboys, horses, and gunfighters at any moment. No cowboys though – not even a herd of buffalo or cowlike dinosaurs.

Puzzle Game or Adventure?

Some people consider the 1991 game "Gobliiins" to be a puzzle game rather than an adventure game. The emphasis is on puzzles rather than anything like plot or character development. And so it is with Fire. Even though the puzzles are connected with the game environment, the environment is a cartoon environment with cartoon logic. In each chapter you have access to three or four screen locations, but the chapters are only connected through the Map Screen. Instead of learning where to go next at the end of a chapter and using a map to get there, you are immediately thrown back out to the Map Screen by going through the firefly portal at the end of each chapter. You go to the next available area because it's now available, not because the plot has given you a reason to go there.

Animals are often more like machines than animals. Objects that are inanimate in real life, such as stones, may behave like they're alive in Fire. Bushes can walk around – at least certain bushes can walk around in certain conditions. Trees can grow overnight and produce magical fruit. Everything you see onscreen has the potential to be a mechanism of some sort. Forget about real world logic in this game. Anything in the game environment has the potential to be part of a puzzle solution.

Though most puzzles can be solved through experimentation, there are some that require dexterity. One such "challenge" involved threading your mouse through narrow channels without touching the edges – or you have to start over. One of the later chapters included a Space Invaders type arcade game. Yes, despite the fact that Fire supposedly takes place during the "Stone Age," there is a chapter where Ungh goes into outer space.

Controls

The game uses as few actual words as possible. On the Main Menu, you have to guess that the green triangle means Play, the rolled up piece of paper is the Map Screen for loading chapters, and the gears mean Options.

There are three user profiles, so you can have three games going at once. However there is only a single autosave per profile, and it only keeps track of the latest chapter you've completed and how many coins you've found. If you finish half a chapter and exit the game, you'll start at the Map Screen with nothing in the latest chapter finished. It does keep track of how many coins you've found and they won't reappear on replays – at least it will keep track of coins if the autosave doesn't malfunction – which it did in my case. Although my game remembered that I'd finished chapters, it sometimes forgot the coins I went back for and found during replays – it only remembered the coins I'd found on my first playthrough of the chapter. This seemed to happen when I exited the game after a replay to find coins, and not so much if I replayed a chapter and then went on to an unplayed chapter.

You can exit a chapter at any time using the Escape key on your keyboard. The Spacebar will highlight interactive areas. Other than the Spacebar and Escape key, everything is point-and-click.

There are 10 locations in all, each with 3 or 4 screens to interact with and 3 coins to be found. Some of these coins are out in the open, perhaps partially hidden by leaves or other objects in the environment. But to make other coins appear you have to do something special, such as solving a puzzle without any mistakes. Or in one case, you have to input every possible wrong combination in order to get the coin. Since solving some of the puzzles is not going to be possible without experimentation, it means you can easily miss the appearance of the coin in the process of solving the puzzle.

What are coins good for? Not a whole lot. Which is fortunate because in my game they didn't always appear when they were supposed to. For example the puzzle in the final location (the "Lava Level") where you have to click the correct symbols on a rock wall. According to a walkthrough, you're supposed to get a coin if you do it right the first time. Considering the same puzzle was used in an earlier location, it's not hard to do this puzzle correctly the first time. So I did the puzzle correctly. The wall opened up on my first try. Yet there was no coin. If I hadn't done the puzzle correctly, the wall would not have opened up. Did the game think I had tried the puzzle previously? I'd purposely left the puzzle alone until I had the proper information. Bug.

There are "extras" ("bonus gallery") that become available as you progress through the game. A treasure chest will appear in the upper right of your Map Screen, from which you have access to extras like concept art. If you've found all three coins in a chapter, you'll have access to that chapter's concept art.

 Graphics

The graphics in Fire are very cartoony and exaggerated. Nothing is remotely realistic. You'll find things such as dinosaurs that are sewn shut with giant stitches, bushes with eyes and legs that can play music, magical fireflies, and all sorts of whatnot. Many of the puzzles use some sort of sight gag, like a giant zipper in the side of a rock.

Kids' Game?

The cartoony graphics, the lack of any intelligible language at all, and the nature of the humor, which largely depends on sight gags, make the game seem more like a kids' game than a game for adults. It is not surprising that Fire won a "Best Kids Game" award.

Miscellaneous Comments

I found the later chapters to be less creative and interesting than the early ones. The final chapter (the "Lava Level") re-used several objects and puzzles seen in earlier levels. Much of the Outer Space chapter was just clicking the appropriate object within a time limit in order to move to the right.

Your character's "reward" for finishing the game is something that's been used in countless Warner Brothers cartoons -- and I'd be surprised if it isn't still used in modern cartoons. Only a very young child, or one who's never watched cartoons on TV, wouldn't have seen some variant of this ending before. Maybe some people would enjoy the familiarity, but I don't find that sort of thing either creative or amusing – more of an "eye-roller" "not-that-old-thing-again" sort of ending. It did not improve my opinion of the game, which had already decreased due to the lower quality of the later levels and the coin bug I ran into.

There are icons for Facebook, Twitter, and a feather pen icon (a shortcut to Daedalic's website) on the lower right of the Menu screen. I suppose these are shortcuts to those websites so you can announce your score. I have no interest in such things, and hiding them wasn't an option, so to me they were the equivalent of unwanted advertising. I also don't like it when clicking a menu item in a single player offline game can access the Internet without warning.

The game may be enjoyed by very young children. Most puzzles are solved by experimentation, and one thing young children seem to like to do is to try things. However there is a scene where a character (not the protagonist) is zapped by lightning and reduced to black ash. Perhaps even more disturbing is that your character seems to think it's funny and giggles afterwards, as opposed to putting on an "Oops" expression. It's not like a Warner Bros. cartoon where Wile E. Coyote, for example, reconstitutes himself almost immediately after being incinerated. The unfortunate victim in "Fire" remains a charred pile of ash for the rest of the game (or until you replay the chapter). So that scene might fit the PEGI definition of "May contain scenes and plot elements too disturbing or frightening to younger players." There is certainly no bad language (or any language to speak of) in the game – only unintelligible grunts and occasional rude sounds resembling flatulence.

I am not the fastest player by any means, but I finished Fire in about 5 hours, and that includes the time it took to replay chapters looking for coins.

Grade: B

I'm grading Fire as a casual game rather than as an adventure. It wouldn't get as good a grade as an adventure, since it has neither a compelling story, interesting character development, nor an engrossing gameworld to explore. It might deserve a better grade as a children's game, but since I don't have access to a child who could give me their opinion, rating it as a children's game would be guesswork.

I bought my copy of the game from Adventuregamers Store. It is also available from Steam, Humble, and probably a few other places (though currently not from GOG).

Minimum System Requirements

·        Windows XP 32 Bit or later

·        2 GB RAM

·        nVidia GeForce 8600, Radeon HD 6570

·        DirectX 9.0c or higher

·        DirectX 9.0c Compatible Sound Card

Additional Notes from the Adventuregamers Store:

Using the Minimum Configuration, we strongly recommend to use minimal settings in order to not experience low frame rates.

I played the game on a computer with:

·        Windows 7 Ultimate, 64-bit

·        Intel Core i7 - 3820 CPU @ 3.60 GHz

·        8 GB RAM

·        Nvidia GeForce GTX 560 Ti with 1.25 GB VRAM

·         Realtek High Definition Audio (onboard sound)

 

 

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