![]() And messing up a stage where you've already spent a half hour just to get within a breath of a hot place, only for the game's physics to throw you for just enough of a loop to fail and send you back to the start, is an infuriating place to be.īecause every homemaker knows behind a picture of a dog on a shelf is the best place to store baked goods. ![]() During a grueling climb, however, in a section that's already taken 10-15 minutes to traverse, it can mean the difference between becoming toast and becoming.er.toast. When sitting on flat surfaces, it's annoying but acceptable. For my part, aside from a few physics issues where a bread slice falls through an object it's supposed to lean on, one big one cropped up more than any other: a camera issue where the point of view will tilt straight up, at random, for no reason at all. Many have been reported and supposedly fixed by the game's most recent update. You could end up in a freefall where you think you have a shot at grasping a surface to avoid hitting the dirty floor but don't (dirtiness affects edibility, and inedible bread is dead bread.) If you manage to get into a groove with movement, though, it's possible to cartwheel your slice across virtually anything, and that's around when the slew of bugs start to make their presence known. By stage three, there are fewer flat surfaces to work with and more hellish climbs up walls, bending the slice around corners, and hoping that the finicky physics engine decides not to screw you over if you land in just the right way where you bounce off your destination. It doesn't take long for an evil spike of a learning curve to present itself, however. It's actually easy and logical in context, and it makes the early stages easy to work with. If a manipulable object is in range, toggling a face button allows you to hold onto it while you do your thing. Holding one of the shoulder buttons, each corresponding to a corner of the bread slice, allows you to clutch any surface while you turn the bread off the anchor point you're holding. Just pressing the left stick in a particular direction allows you to inch little by little in the chosen direction. ![]() Using a gamepad (and I would highly recommend the gamepad, as a mouse/keyboard is staggering in its uselessness here) and moving around as bread is slow but has a clear logic to it. Just how desperately do you want that jelly? The score has a bouncy, Ben Folds vibe, and though the tunes themselves are short and repetitive, they help sell the pleasant times. It's certainly more visually appealing than normal, with a kitschy 1950s homemaker environment with a strong dose of food-affecting grossness to give it a contrast. ![]() Unlike most games of this ilk, I Am Bread comes more from a nice baseline of competent game design. But make no mistake: you must become toast. No, really, the more jelly you can get on yourself before you cook, the better. But time is of the essence, edibility is of the essence, and deliciousness is of the essence. Anything that provides enough heat to get yourself toasty can potentially finish the level for you. It could be an iron that somebody carelessly didn't unplug. You do this by inching yourself across a surface or flipping yourself over and over to cover more distance and climbing the walls by sticking yourself to them. In every level, you play as a sentient slice of bread who sets out on a Sisyphean quest to cross a room and to become golden brown, delicious toast by any means necessary. But before that, there is the joke: the fact that I Am Bread is exactly what is advertised.
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