This is a presentation issue and very much on the artistic side of UX. If you don't think this screen is worth anything in the first place, well then it's just a matter of creative differences. Pressing "any button" is much less annoying than having to wait 2 seconds every time you start up the game. Why doesn't the screen just automatically move on to the menu?īecause now you have less control. But I doubt many people would want the table of contents on the covers of their favorite books just for the utility. Granted, book covers are visible on the shelf whereas the start screen is a little bit deeper into the experience. The same reason why you don't put a table of contents on the book cover. Why don't they just include the menu on this screen? If you can accept the value of such a screen, your question narrows down to interactivity. It gives you some time to soak in the atmosphere without thinking about creating a new file, control settings, difficulty level, what have you. Like the cover of a book, a title sequence to a movie, or an intro track to a music album, the "press any button to continue" screen is a hint of what it's all about. I consider that screen a sort of doorway for people to enter the game. Whilst I Am Fish may look like a piece of hake to play, actshoally the controls are deliberately designed to be challenging and with an additional layer of added Bossa Style controls, it won’t be like shooting fish in a barrel.I believe it is mostly for presentation. Cheers! Navigating in each make-shift aquatic vehicle poses its own unique challenge, but don’t worry, the relative freedom of open water is never too far away with inviting fountains, swimming pools and err, sewers full of hazardous materials to splash around in, before reaching the final goal – the shimmering, open ocean. Our four fin-tastic friends will be hitching rides in all manner of ad hoc water carriers including jars, mop buckets on wheels and the occasional pint glass. We won’t dwell on grizzly fish death, but should your fish fall too far in whatever make-shift fishbowl it finds itself in, run out of air or generally flounder you will be popped back to the most recent checkpoint to refine your approach. With its idyllic coastline and quaint villages Barnardshire might seem like a perfect slice of quintessential tranquility, but to our aquatic adventurers it’s alive with the very real threats presented by crossing roads, traversing rooftops, dodging deep fat fryers, avoiding wildlife including the cantankerous locals, not to mention fragile fishbowls and the very real problem that fish can’t breathe out of water. A simple, intuitive control scheme leaves no excuses should your fish perish leaving you feeling very gill-ty. Swim, roll, glide, chomp, flip flop, inflate, fly and bite your way through enthralling challenges. Flying Fish – a little aloof at times but a real softy at heart, with the ability to glide through the air! These plucky heroes will leave no bowl unturned, putting their heart and shoal into the mission to re-unite! Piranha - wild, chaotic, loud, unpredictable, and loves to bite - obviously. Meet our heroes! Goldfish - cheerful, brave, and adventurous, a natural born swimmer! Pufferfish – a little slow but kind-hearted who can also puff up into a ball and roll across land. Over the course of the game you join them as they swim, fly, roll and chomp their way to the open ocean from the far-flung corners of Barnardshire (the smallest county in England) in their bid for freedom and to re-unite once again. I am Fish is a charming, physics-based adventure starring four intrepid fish friends, forcibly separated from their home in a pet shop fish tank.
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