![]() ![]() ![]() I like that the game drew attention to the plastic pollution problem in our waters. ![]() You had to watch the poor little guy flap around helplessly till he blacked out! Traumatic as it was, I have to give them props for it. They didn’t immediately reset the game to a checkpoint, no. However, that made it all the more sad when you died. So it was refreshing that they’d made such a lovely design. Nothing is worse than an ugly main character, as you have to look at them all the time. I thought the fish designs were very cute, and it made my happy to see my little goldfish. It definitely made use of the Series X’s enhanced capabilities. The lighting was also great, and changed depending on where the sun was in the sky. The detail that went into each surface, building, and character was beautiful. If only they’d put as much effort into the physics engine as they did for the graphics, the game would have been a lot better. It was much higher quality than you’d reasonably expect from an indie game, and looked great. I was impressed by the realistic cartoon style of the graphics. Who thought this was a good idea? Graphics and Audio The physics seemed different each reset, and in the end I rage quit. It was nigh on impossible to move straight, as they made the inside slippery, and unless you were dead centre, you’d spin out. I was now in a glass jar, and I cannot express how broken this was. Having made my way through most of the level, I was transferred to a new container. However, the worst issue came in level 3, and it’s the reason why I didn’t progress any further. Trying to get your fish where you wanted them was torture. You can’t make a game entirely dependent on precise movement, and then have an inconsistent physics engine. The physics were horrible, and therein lies my biggest gripe with I Am Fish. Less a test of skill, more a test of patience. Instead, the trick was actually manoeuvring yourself onto the route you wanted, and this was such a grind. However, there weren’t really puzzles to be solved. The routes were obvious and straightforward, except for a few which required a little extra thought. Sorry, Bossa Studios, but rolling along a plank doesn’t constitute as platforming. There were no platforms to jump between, or moving surfaces that require timing. You couldn’t jump, or climb, or dash, or do anything other than roll/ swim. For a game that calls itself a ‘ puzzle-platformer’, there wasn’t much puzzling, and there certainly wasn’t any platforming. There were physical assets spread around, but aside from bumping into them, there wasn’t any further interaction. The environments, whilst well-rendered, were pretty empty. It became overwhelmingly apparent that this game was gonna be pretty darn boring. I had such high hopes for I Am Fish, but they were dashed pretty early in my playthrough. Why not? All will become clear when we discuss the gameplay. I’ll be honest, I don’t know the story for the other fish, because I didn’t finish the game. The goldfish’s ultimate goal is to get to the ocean, and in each level we see him nearly succeeding. The culmination of one level will neatly lead on to the start of the next. The levels are continuous, and the story makes sense in the transitions. In every level, there are 5 pieces of bread hidden, which our fish has to munch on. We see the sentient bread in the initial cutscene, and throughout the game it’s a collectible. I also liked the nods to I Am Bread, one of Bossa Studios’ previous games. ![]()
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