![]() Luckily, I have yet to encounter a level where I have felt slighted by my choices in what to upgrade first. Since you can only light each shrine once, you might feel caught between deciding which of your elements to upgrade. As you proceed through the story and unlock additional elements, you then are presented with a choice on which ability to upgrade as you proceed through each level. Each level has a single upgrade shrine that you can light exactly once. ![]() Upgrades range from double jumping when holding a fire ball and transforming your water ball into an ice cube. You can also upgrade your current elements as you play using shrines. As you progress through the game, you will unlock access to other elements, like water and earth, when an event happens in the story. ![]() You begin the game with a limited mastery of fire, meaning you can only draw fire from your surroundings, like a campfire, and use it to throw a fireball at enemies. In order to clear levels, you need to use your environments to your advantage by setting things on fire, creating vines, and freezing enemies. Unique to this stealth game is the elemental mechanic, similar to being an Avatar from The Last Airbender. Thus, as you’re playing, and you break stealth near enemies, it’s hard for you to be angry at yourself for being “caught” when the game persistently and consistently reminds you when you’re failing to be sneaky. There are several unique indicators that notify you when you’re being “loud,” such as a visual indicator of a circle, an echo that sounds like footsteps, and your Jo圜on controller vibrates with each echo of the footstep. For the most part, you need to be stealthy. ![]() Each level has a main objective, a slightly unique optional objective, and several universal optional objectives involving speed running, single completion (completing a level without starting over), undetected, and deathless. If I was to conceptualize this game into a single sentence, I would say that this game is a stealth game involving a character that functions like Aang from Avatar: The Last Airbender with side objectives featuring Lemmings elements, speedrunning (!!), and a limited amount of customization.Īt first glance, WILDFIRE’s gameplay is straightforward and easy to understand. You will NOT have an equivalent experience playing WILDFIRE on the Switch as you would on the PC, but you surely will have a great experience. However, knowing that no two players (such as a console gamer and a PC gamer) are the same, it’s important for a review of a console version of a PC game to take place. ![]() Thus, my experience may very well be different than Steam players. This review is specifically about the Nintendo Switch version of WILDFIRE, which released on the Nintendo eShop (as well as other consoles’ electronic marketplaces) December 03, 2020, for $14.99 (USD). The last caveat before I continue is this: WILDFIRE was released on Steam in May 2020. After spending some time playing it (around…5 hours) and completing 75% of the levels, I’m quite honestly not sure who this game is made for. Thus, when I was given the opportunity to review WILDFIRE for the Nintendo Switch, I imagined that I would be playing a casual game made for casual players. I don’t participate in the speed running circuit, nor do I immerse myself in eSports to the point of wanting to consistently compete playing the same game for a long period of time. I mention this not as a way to humbly brag and tip my fedora, but instead to indicate that my “gamer credentials” are, at best, average. I sit before you a 29-year-old whose “peak” was either in 2010 when I was the 94th best Tekken 5: Dark Resurrection player (PSP) worldwide for a total of 3 weeks OR in June 2020 when I was ranked in the top 5% of all Team Fight Tactics players in North America for about a month. ![]()
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