![]() Several expansions have added various features, such as having players play as a baguette bent on destroying any fragile object in the room, a bagel that races around the room, and as a fragile cracker that seeks to find slices of cheese and have them stick to it while avoiding disintegration by repetitive impacts on surfaces. The levels are based on the seven days of the week. To control the bread the player must use the arrow keys or an analog stick. ![]() the floor, water, or ants), it will get dirty and the "edibility" meter will go down. If the bread, before becoming toast, touches certain objects (e.g. The aim of each level is to turn the bread into toast. I Am Bread puts the player in control of a slice of bread. I Am Bread received mixed reviews upon release, with some praising its unique premise and challenging gameplay, while others criticized its controls and repetitive nature.Ī sequel, I Am Fish, was released in 2021. Along the way, players must avoid hazards like dirty floors, knives, and pets. The gameplay involves using various abilities, such as sticking to surfaces to solve puzzles and reach the toaster. It was removed from Google Play at an unknown date. The game is available for Microsoft Windows, OS X, iOS, PlayStation 4, Xbox One, and Android. If there is any new emerging genre that has changed the way we think about mechanics in video games, it’s the QWOP-style games.I Am Bread is a platform video game published by Bossa Studios on 9 April 2015. Their difficulty comes mainly from mastering their specific control scheme as much as possible (as best you can) in order to succeed. They are oftentimes – by virtue of their overzealous and micro-managing control points – purposefully ridiculous to create a less serious and unpredictable experience. I am Bread from Bossa Studios is just such a QWOP-style game that manages to be everything a game in this genre should. In I am Bread, you control various pieces of bread, depending on the game mode you choose. ![]() Whether you’re controlling a simple slice of loaf bread in the main story mode, a baguette in a destruction mode called Rampage, a bagel in the Bagel Race mode, a cracker looking for cheese, or just floating around in zero-gravity mode, they all have their own challenging control schemes. Many people criticize these types of games as mere gimmicks, games that you play for thirty minutes, after which you soon grow tired. I am Bread tries to squash that notion by giving players a variety of game modes that are all different from one another. It’s surprising and welcome to see this approach to the genre. It does a good job of not making your experience feel repetitive. Like most people, you’ll probably start playing the first game mode option, which is the story mode. In spite of its name, there isn’t much in terms of narrative, besides what you infer from loading screen text. What you do find out is that someone named Mr. Murton has fallen on some tough times and is claiming that bread has come to life. Your role in this mode is to become toast. Maneuver your way to something within a room of Mr. Murton’s house that will make you into toast. Whether it’s a hair dryer in the bathroom or a clothing iron in the bedroom, you’ll need to make your way to it to proceed to the next level. You have to do this while remaining edible, or else you have to restart the level. You’ll have an edibility bar up top that drains the more dirty spots you touch.Īll four top shoulder buttons of your controller are responsible for each corner of the bread. You’ll do a lot of holding down one button to grip onto surfaces while moving the left analog stick to use momentum and swing your bread slightly then press another button to grab on and move around. It can be quite rewarding to quickly move across a wall. But as soon as you feel you’ve mastered some of the game’s controls, minutes of work can be quickly undone if your Grip meter runs out or if you make one small mistake. A huge pile of boxes you were painstakingly close to climbing over can quickly become a huge pile of boxes you were about to climb. This roller coaster ride of challenges will turn a lot of people off. This game and its very genre is not for everybody. I think the reason why these types of games are generally created to be short experiences is because of how difficult they are to control. When you extend that difficulty throughout multiple levels over a handful of game modes, it can be a true test of your resolve.
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