Wildfire Worlds

Wildfire Worlds: Eurogamer takes on a power station

A couple of days with Dot Product's nihilism engine.

I've just spent two days kicking a power station. It wasn't a bad experience, really. Power stations can take quite a lot of kicking, it transpires: they're a worthy opponent and an interesting adversary.

Wildfire Worlds Preview: Occupy Trumpton!

Wildfire Worlds Preview: Occupy Trumpton!

"I was watching the London riots on telly when I suddenly thought: I want to play that."

"I was watching the London riots on telly when I suddenly thought: I want to play that."

James Boty's the creator of Wildfire Worlds, and Wildfire Worlds is one of the most interesting things I've seen in years. It has a central concept few game designers would choose to engage with openly, and, as Boty's just revealed, an origin story that even fewer would ever admit to.

"It's wrong, I know," says Boty, when I come to his Soho animation studio on a rainy Monday in early July. "It's so wrong, but I'm a middle-class, middle-aged man with confused politics. I know violence is wrong, I know that people should be free, but at the same time I'm strangely attracted to the senselessness of gangs going into Foot Locker, and then robbing Foot Locker. There's no obvious politics to it, but I suppose it's the politics of poverty underneath it all."

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