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)
			 
			 
			
			
			GameBoomers Review Guidelines
			
			September 2015
			
				
					
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