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Emergency Fire ResponseScore: 5.5 / 10 It
was every child’s dream growing up, to visit a fire station and see
how fire fighters spend their time through an ordinary day, then getting
the call to respond to a situation. Watching the big red truck roll away
with the sirens on only makes a child say: “That’s what I want to do
when I grow up”. Every child that happened to play Emergency Fire
Response would never again dream of becoming a fire fighter. Developed
by Monte Cristo and published by Dreamcatcher, Emergency Fire Response (EFR)
primary appeal wasn’t just to the US, but to the European countries as
well. In fact in other nations, the game has a completely different
title. Therefore if you find another game similar to this, but under a
slightly modified name, it's probably the same game. The premise of EFR is simple. The game unravels in a number of cinematics before each mission. The style used is reminiscent to those of early Blizzard cinematics of Diablo or Warcraft II. Not to make a direct comparison to the two, the graphics are better, though still makes a dismal attempt at being anything up to par. After seeing the given cinematic, the mission begins. |
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The structure of gameplay is, overall, a point-and-click system. This comes to no surprise as Monte Cristo and Dreamcatcher have previously worked with point-and-click adventure titles. Selecting fire fighters is done with the left mouse button, and issuing orders is done with the right mouse button. Unfortunately, the gameplay doesn’t offer anything new; when playing, watching the fire fighters in action becomes very boring. |
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Once they’re done controlling a segment of the fire, another click sends them away to a different portion. This is done far too many times, and you’ll find yourself sitting and watching, instead of playing. Trying
to “spice” up the gameplay, during a mission, you’ll have to also
try to complete sub-missions. To no ones surprise, these are also
completed by pointing and clicking. Sub-missions include saving
unconscious civilians, stopping bombs from exploding, and various other
things that go hand-in-hand with the mission played. The worst part of
the gameplay lies within the sudden changes within a mission. During a
mission the game cuts into a cinematic opening another task to be
completed. At first, this made for a more in-depth experience, but then,
things went completely wrong. After receiving one of these tasks,
you’ll get five or six more on top of that. This means, you’d have
to try to control the primary fire, save special people, and hack into
the security system while using five fire fighters. Because of this, the
mission will come to an abrupt stop, causing it to be replayed. Being a top-down game with little characters, the surroundings need special attention, in order to create a believable setting. For the most part, the team did a pretty good job making the settings look decent with destructible buildings and pseudo-realistic fire effects. I say "pseudo" because the fire effects don’t always move like an actual fire. This can be seen after controlling a fire for quite some time, then looking back and seeing the fire lit up again, while there aren’t any other fires around that single portion. This is frustrating, but not to worry, other things are far more frustrating then this. The character graphics are, surprisingly, poorly done. Hard ridges and lack of detail plague each character when compared to the surrounding graphics. On
the topic of sound, what is there to expect? There is subtle music, but
for the most part, the crackle of the fire is what is heard. Sometimes a
building or two will collapse, but other then that, repetitive sound
fuels the game. Emergency
Fire Response was a great idea gone awry like many good ideas do. For
fans of fires or fans of just wasting away time staring into a dark
monitor, EFR will be your “Game
of the Year”. For other video gamers with at least a half-mind, look
elsewhere for your fire controlling needs. - Eric Lahiji (September 1, 2003)
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