![]() ![]() As for controls, I Am Fish can still be played like other Bossa Studios games, but there’s a choice now. On my AMD card, I had some crashes that shut my entire computer off on more than one occasion, further causing me to regret not buying Nvidia. The game runs quite well too, although it can be fairly demanding at times. Initially, you play as the goldfish for the first three levels before unlocking more for the other three. It’s a cute setup and the fish themselves are all adorable. But, missing their friends, they all decide to escape and meet back up in the ocean. Shortly after, the four are sold to new owners. They’re totally normal fish at first, but then the store owner inadvertently gives them some of the magic bread from I Am Bread and they become hyperintelligent. I Am Fish starts out with four fish living in a tank at a pet store. Between its wonderful visuals, fantastic art direction, tight controls, clever premise, and strong level design, it’s hard not to get swept up in its current. I Am Fish can be rage-inducing and questionably designed in spots, but it’s honestly a strong release. Would it be another trollish title, or is it a game that people could actually, y’know, enjoy? The answer is somewhere in between these two extremes. With I Am Fish, I wasn’t quite sure what to expect. I don’t always like them, mind you, but I appreciate them. And while the radiator on the other side of the room might seem like an obvious toaster substitute, it's a lot more fun to find out that you can also smash a TV in the same room and toast yourself on its fiery wreckage.I generally appreciate games made by Bossa Studios. Aside from "get toasted," there isn't really any direction, so there's a certain thrill in discovering that – for example – rubbing up against butter and jam improves your deliciousness score, or that flopping onto a skateboard can create a safe path from a table to a counter. It's tempting to turn your nose up at this and the dismal end-of-level scores it brings, but it's an excellent way for the easily frustrated to experiment with each level without the constant frustration of failure – and experimentation is a big part of I Am Bread's fun.Įach of the eight suburban-themed levels is a huge physics playground, filled with breakable objects and rewarding secrets to find. Also, if you're totally stuck, failing a level a few times causes a power-up to appear that grants you infinite edibility and grip if you touch it. Like anything else, manipulating your toast-to-be gets easier with practice, and toward the end of I Am Bread’s story mode (which takes around four to six hours to complete, depending on how good you are), I was able to get around with some degree of speed and even accuracy, halted only by hazardous surfaces and occasional confusion over which corner was which. And when you need to climb, make it quick your bread can cling to anything, but it can only do so for as long as its grip meter holds out. Touch the floor or some other filthy surface, and your slice's health – or "edibility" – drops (along with your final score) until you can swing to safety. Each corner of your slice corresponds to a different key or shoulder button (there’s controller support), which makes them grab whatever they're touching, creating an axis from which you can flip or fling your slice. Like Bossa Studios' other hilariously clumsy physics puzzler, Surgeon Simulator 2013, much of I Am Bread's challenge lies in simply coming to grips with its purposely awkward grab-and-flop controls. I Am Bread has a story, surprisingly, but all that really matters is your bread slice's single-minded drive to toast itself by whatever improvised means are available. ![]()
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