Sunday, December 30, 2012

Little Inferno


There’s still something entrancing, if not magical, about fire. Just like our ancestors have done for millennium, it’s easy to sit before a flame and lose yourself in the way it dances across the surface of whatever it’s destroying. It’s fun to see something change, to watch as it turns from order into ash.

This mentality drives the gameplay of Little Inferno. Your character’s life revolves around the fireplace he sits in front of. The only thing you can do is order a random assortment of items and watch as countdown timers tick down before the packages containing your items arrive. Once they arrive you burn them, watch as the fire realistically lights and eventually breaks each item into ashes that a draft sweeps up into the night.

The Verdict

Initially it’s a pleasure to burn every item I receive in Little Inferno. The flash that signals ignition, the way items respond to being incinerated – it all activates some primal part of my brain that can sit in front of a camp fire for hours, sinking deep into my head as I watch the fingers of the flames. The vague story and uninspired puzzles weren’t special enough to keep my attention after that initial sense of awe waned, though, and when viewed alongside some annoying constraints that make the gameplay feel unnecessarily constrained, Little Inferno’s few great ideas fall apart like so much ash. 

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