Time to Beat: 8.6 Hours
In 2017 Humble Bundle, the digital storefront, branched out into publishing. Originally called “Presented by Humble Bundle”, it rebranded in 2020 as Humble Games. In 2020 indie developer Sneaky Bastards teamed up with Humble Games to release their elemental stealth game, Wildfire.
The player starts in an unnamed land as an unnamed protagonist. The soldiers of the Queen seek witches, controllers of elemental magics. They identify their foe with an ancient test. They light the protagonist on fire. If the character saves themselves, then they are a witch and should be killed. If they burn to death, then they prove themselves innocent of the accusation of witchcraft.
The test doesn't work as intended. The
protagonist is not a witch before the pyre, and they are not
immolated by the fire. Instead, the protagonist gains the ability to
control fire. Transformed into a witch, the soldiers flee in terror.
What enabled their fiery ascension? They recently encountered a
magic meteorite which imbued the recipient with the ability to absorb
elements (this meteorite is the reason the soldiers came to the
village in the first place). To activate the ability the protagonist
needs to be surrounded by an element. Unfortunately, by the time the
player has freed themselves, the town is burned to the ground (by the
soldiers) and the townsfolk captured and carted away.
During the campaign the protagonist is caught twice more. In one instance the enemy tries to drown them. In another they bury them. In both cases the protagonist, instead of dying, unlocks new elements. Why don't the soldiers stab the hero? Maybe they fear the protagonist will develop an affinity for metal. In any case, none of the newer elements are anywhere near as fun as fire. Frankly, fire is fun, and others are not (see title).
While the enemy never stabs the
protagonist in cinematics, the game finds it a mechanically viable
solution. Enemies include the regular sword wielding soldier,
archers, bobcats, and heavily armored warriors. Enemies shoot, stab,
or bite the protagonist. The protagonist isn't a fighter. Their
options are limited. While fire doesn't have a direct combat
application, some of the protagonist's later abilities allow for
restricting the movement of the enemy or putting them to sleep.
Instead, fire causes enemies to panic. Enemy units are always in one
of five states: completely unaware of the character, curious because
they thought they saw something, alert because they know they saw the
character, panicking because of fire or a friendly dead body, or
dead. Panicking enemies don't stop at the edge of cliffs, and fall
to their deaths. If the protagonist falls onto the head of an enemy
from a great height, it stuns the foe. Enemies can't be jumped on
from the same height, so this only works from an elevated position.
Also the player should beware. Jumping onto an enemy is fine.
Missing the jump results in fall damage.
The player also needs to beware giving away their position with noise. Landing after jumping, whistling, and throwing objects creates noise. Noise is represented by a ring which expands outwards from the sound. It is difficult to anticipate in advance how large a ring will be. The size depends on the strength of the noise.
A few ideas about stealth. Use cover
and height to your advantage. Dead vegetation, unlike living grass,
does not negate sound, it amplifies it. Guards do not notice the
protagonist if they are panicking. The player can pan the screen to
see the terrain, but only for a limited distance. Like most stealth
games, patience is key to success.
Each objective is worth a Spirit Point.
These upgrade the protagonist's non-elemental abilities. For
example the player can increase the distance they can throw an
element, or increase the length of the line showing the trajectory of
any thrown object. To upgrade and unlock additional elemental
abilities the player needs to throw elements into Shrines scattered
around the levels. Most levels also have at least two hidden meteor
shards. These are non-upgradable abilities that the player can have
only three active on any mission. For example, Surface Tension
allows the player to run across water like a water strider.
The vague story ends with reconciliation between oppressor and oppressed. It skirts over all the atrocities committed by the bad guys. It concludes with an unearned empowerment ending, where everyone is happy.
Then Wildfire offers the player new game plus. I didn't try it.
In conclusion, Wildfire uses solid stealth mechanics in a well designed environment. The story, without a character name, a location name, or any identifier of any sort, is incredibly vague. Learn magic, rescue the people, defeat the evil boss, and then reconcile with the villains, but without any details. It would be good, but the gameplay doesn't maintain its promise. The other three elements aren't as engaging as the ability to start an inferno. And the well designed early levels are eventually replaced by bloated, boring locations. With a better story, or better late game levels this would be worth raving about, but as is, it's lukewarm.
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