The unnamed player character is mostly sent letters from a little girl, Sugar Plumps, who turns out to be the character's neighbor and has a Little Inferno Entertainment Fireplace of her own. She is usually slightly crazy but is excitable and bubbly, but as the character goes on she turns into a bit of a pyromaniac and takes on a slightly more disturbing persona.

The apparition eventually tells the player character it is time to escape by burning down their house by burning the four items that had been sent to Sugar Plumps throughout the course of the game. As the character burns the four items (fireflies, a magnet, a toy exterminator, and a pair of sunglasses) the house begins to shake and the items catch on fire and a new combo appears called the ERRRROR ERR@R ER*#^%R COMBo. The banks showing the money and stamps break and begin spewing money and stamps before the house finally explodes and launches the little character out of the house.


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Whether you are playing docked or in handheld mode, Little Inferno is an enjoyable game to set everyday household items on fire. Almost everything burns uniquely, and trying to complete all 99 of the combos will keep you playing. Add on top of that the newly released two-player cooperative mode and the fact you can play at home or on the go, and you have a tight little package from a tiny indie developer.

Darius Kazemi has solved the internet. He's completed it, at least, or maybe he's just performed a dazzling fatality. Whatever: Kazemi's built a bot that scuttles around on Amazon, logging in with its own account, and then buying him stuff at random. Inevitably, I picture one of those spidery, biomechanical things from The Matrix or Minority Report, sneaking over shimmering virtual rooftops, clettering down drain pipes made of pure information, toting little spun-silver sacks filled with loot. Look at him go! Books, CDs, improbable trousers: whenever a package turns up at Kazemi's house, he never knows what's going to be lurking inside. It's ingenious, really: ingenious and oddly troubling. This is an experiment in zombie capitalism: ceaseless consumer transactions with no room or requirement for the consumer themselves.

Meanwhile, you can speed up the delivery times for your latest purchases with little stamps you collect, tagging them for immediate dispatch as they appear in the tray at the bottom of the screen. You'll also receive occasional letters from a bubbly stranger and from a roaming weatherman who lives high above the rooftops. Over the course of these missives, a stark, suggestive, and wonderfully spooky narrative starts to emerge. It's told in funny little bursts in between the business of burning things - including the letters themselves, of course - and it leads to a surprisingly grandiose conclusion.

I hesitate to even write a review about Little Inferno. Ideally, you would experience the game just as I did, which is to say go into it knowing next to nothing. The little bit that I did know was that in spite of whatever preconceptions you or I may have about the game on the surface, it will be worth it. Through various Wii U launch videos and some word-of-mouth communique, that was all I managed to gather about Little Inferno, and I think I was better for it. It starts out with just a flicker, but like the flame in your Little Inferno Entertainment Fireplace, it soon burns brighter than you ever thought it could.

Does anyone remember screwing around with the physics in halo, where you would put a bunch of grenades under other stuff and then blow it all up and see what happens? This games seems like a game built on the very concept of gameplay, which to me, isn't really a game. Cause messing around with physics was entertaining, for a little bit, but in the end it's just mental masturbation. That's like "nobody won or lost, cause we're all winners" kind of mentality. The purpose of games is challenge, and story. Whenever i see little games like these and others on iPad and iPhone it just makes me sad like we are eliminating the challenge in games in order to dumb down to the lowest common denominator so people don't feel bad they lost?



Now, I say this without having played the game, and I don't like saying this about a game developed by the creators of World of Goo. As I did find that game enjoyable and fun

I bought this game yesterday using some deluxe digital reward money before the sale ended. I wouldn't have given it a chance without the free money but I am very glad that I did. The gameplay itself is fantastic and addictive. I kept setting little goals for myself, like 'I'll stop playing when I get to the next catalog' and invariably I would just keep on playing. One criticism I have is with the story which veers far into 'pretentious indie games' stereotypes, but that doesn't detract in anyway from the fun of going through the catalogs and figuring out combos.

This game exists in a strange isolation. The player character is talked to by, but has little connection with the outside world. I found myself, despite the fun I was having setting literally everything on fire, waiting for the next letter from Sugar Plumps or the Weather Man. 2351a5e196

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