Reviews from

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Dark, cynical, and oddly poignant, How Fish Is Made is essentially a short walking sim that left quite an impression on me. The dialogue is in parts funny and twisted. There's a very Lynchian vibe to the game that I thoroughly enjoyed. It's another short and free indie game that's definitely worth checking out. Also love that musical number!

Also, check out the expansion for a twist on the Katamari experience! It's less interesting on a writing aspect, but has its creepy/funny moments

This game seems like one that's better talked about than played. There's nothing much here beyond the message, and even then, at best, the message is, "do your best to make decisions that are important," which shouldn't be that big of an ask. It's all panache and weirdness, and no substance.

Also, the trigger warning at the beginning of the game for trypophobia is no joke, if you're sensitive to that. There is an unavoidable section of that stuff right near the end of the 20 min experience. Approach cautiously.

short and sweet with a weird premise

Surreal em todos os sentidos possíveis.

This review contains spoilers

Very fun, well made and entertaining! It's an allegory for something I didn't quite catch until I read some reviews.

The fish sounds and speeches are really funny, if not a bit sad. The parasite that sings a song is so nonsense and HILARIOUS!!

The fish you meet have their own opinions on whether you should choose to go up or down, when in reality nobody knows for sure). Some of them went literally crazy with their obsession of wich way to go. A fish trapped in some plastic calls it its 'throne'. Some of the fish are still undecided about which way to go, so you can influence their choice (or manipulate them, telling them the one you think it's wrong). When you get to the end, the final choice is up to you.

The wise fish at the end tells you that the choice in itself doesn't really matter, but what matters is the gift of having the choice and how you use it to manipulate others or not.

When you make the final choice, there's also a monologue that talks about how thinking your pain is greater than others is wrong. Everyone is going through the same thing, you're not alone.


This review contains spoilers

nooo dont access my steam info your so sexy aha

logging for the little dlc extra. it was cool!! not much of anything but ive been excited for mouthwashing and the trailer here made me more hype. it looks super sick and i cant wait for its release

Yeah I just... didn't get this one at all. I like the weird kind-of meta-philosophy around the Up or Down choice, and think I get what the devs are trying to say, but it feels like the game is more interested in just being gratuitously gross and weird.

You move horribly slowly (and the controls are even worse in the free DLC...), the lighting is all over the shop, and a massive part of the game is one single cutscene that really added nothing to the experience. So uhhh.... not for me this one, I'm afraid.

i do like me some vaguely ps1-like fishes and musical numbers

also this game made me feel ill. not at all because of the gorey fish stuff, it was something about the camera that made me motion sick, which usually only happens when i play first person view-games. but for some reason this and mario kart 64 invokes that motion sickness in me as well.
anyway i liked when you get to roll around in a popcorn in the expansion

real winners go UP

Игра - высказывание.

Не зацикливайся на себе и своих проблемах, ты не один таков.


Путь не важен, но и в то же время это основа всего.

Топ песенка, хоть и мерзкая.

CONSUME.

Игра предложила добавить тизерную игру в вишлист, обязательно сыграю в 2024.

Дыба гейминг.

truly captures the essence of being a fish

A short narrative revolving around sentient fish that questions your tenacity in decision-making, and contemplates the power that our choices can have, or lack thereof.

Excellent sound design, low-poly art direction allows your imagination to fill in the blanks. At some points, it genuinely made me feel sick to my stomach.

How Fish Is Made is disgusting, horrific and absolutely brilliant. I love it.

short and quite excellent little narrative adventure. it left me with a lot of feelings to sort through once it was over despite its short length.

Fish game make me feel existential dread.

This review contains spoilers

Clocking in at around 20 minutes, How Fish is Made makes the smart decision and doesn’t muck about wasting it’s precious little time. True to its title, the game is about how fish is made. To expound, you’re a sardine newly entering a fish processing plant, encountering oily new friends as you explore further and further into the facility. Not solely a walking simulator (or would it be flopping simulator?), each fish you meet has an interesting question they all echo. That is, once you reach the end of the plant, which way are you going, up or down? Given it requires an answer each time they ask you, I took it seriously and thought of a few different reasonings that ultimately made my choice down.

To start with the weakest reasoning, the text for Up is red and Down is blue. And as we all learned at school, blue = good and red = bad. It’s mathematically proven at this point. Thesis ready as that was, for more support I took a look around the processing plant. As the start would suggest, you seem to be entering a downwards-built processing facility, which would suggest the natural sequence would be to go down, so I should go up right? We’re not finished. This is no ordinary facility, I hope. There’s mystery liquid stagnant ponds, eye-wall structure thingamabobs, too-large caverns that become more and more Cronenbergian in design as you go further in, and most disturbingly of all a general feeling that you’re not in a facility at all, but some sort of organic mass.

Now, with either interpretation of what you’re in it would seem sensible to go up. If it is a facility, maybe going up would take you out of the machine altogether, giving you another chance at oily freedom and all its worldly pleasures. And if it is a creature you’re in, then going up would surely seem more preferable than the alternative, in both cleanliness and general risk. Well, since that seems the obvious choice, it can’t possibly be the right one, so I decided to go the other way. Perhaps they used reverse psychology, and going down would end well for us after all. Besides, we already came from above, might as well see what they got in the other direction. Of course, meta-gaming can only get you so far, and while fun to ponder, these are all very flimsy theories.

Don’t worry though, remember those fish friends I was talking about? They’re more than happy to give their own input. I love these scaley friends of ours. Some are braggards, claiming with unfounded confidence they know which way to go, while others are less sure, themselves sweating over making the decision. Despite there seeming to be no obligation, every fish knew that they could only delay it so long. That no matter how long you put it off you must eventually face that million dollar choice. Finding the other indecisive fin-having fellows to be of little help, I stayed strong on my choice of down. I figured what upside could there be to changing my answer.

It’s here where the real bait and switch of the game is performed. That must be it, I thought. A test of conviction. That changing my answer, though seeming to have no consequence, could lead me to a “bad ending”, the consummate gamer’s archnemesis. So stand strong I did. Then I met the last two fish, each the most useful of all the waterfolk we met previously. The penultimate fish acted as the meta exposition, outright questioning what you’re doing and why you’re doing it. Then gave two different explanation as to what the lesson is here. Is it a meaningless choice, or is it truly a test of conviction? Great, that’s another choice I have to make. Luckily the text for conviction was colored red, so we still have my rock-solid scientific method to fall back on.

Now normally I would call this clunky writing, to have them outright acknowledge the themes, but I think it works here. Throwing a wrench in the idea that there’s only message lends well to the over-analyzing this game thrives on, and it throws you off-kilter so effectively I just can’t muster the passion to deride it. Despite his later admission that he was just another lowly fish pretending to be of authority, his message still resonated. Still, I couldn’t falter at this point. So I stayed with my best friend Down.

The last fish, right before you make the decision for real this time, provides some stats like he’s some kind of Bill James. He tells you how many fish he’s seen go each way. He counted 199 fish that have gone down and 474 that have gone up. Interesting as it would appear, that little demographic does little to dissuade my love of down. Our final fish-bro’s not done yet though. He offers to go a direction we choose and yell at us what he sees as he goes through it. After sending him down he reports it’s “soft” before going silent. Alright, me and Tempur-Pedic are pretty tight, so make some room for me fish-bro. Steeling myself, I go down to the onyx abyss.

What splendors await me you ask? A yummy fish sandwich, with my sardine self providing the main protein. In other words, no bueno for me. A bad-ending perhaps, or maybe the only ending there is. The appetizer before our final form comes in the shape of some plain text on a black screen. A little send-off message. The author goes over how they hate the comfort given to people struggling that others are going through the same thing. They recognize this is unhealthy, before sending us off with the same message: “Don’t worry, a lot of people are going through the same thing.” It doesn’t take a genius to figure they’re likening the fish in the plant to those going through their own struggles. We might not be going at the same pace, but we all face trials and tribulations. Sometimes one’s we can’t avoid. Call me easy but I find this to be oddly endearing. I’m not familiar with the creator of the game but it feels startingly sincere and sobering.

Oh and to spoil the other ending, it’s just as unfortunate, with you becoming integrated into a huge mass of tormented fish flesh, unable to move or to exert agency. It’s here where the bait and switch I talked about is fully realized. It was never about conviction, except maybe for the benefit of your own self-respect. Changing your answer never amounted to any change. In fact, neither up nor down really mattered at all. Both were bad.

Which leads us to the main and largest theme of the game. That being the illusion of choice, the first theory posited and then dismissed by the penultimate fish. All that pondering, theorizing? All for nothing. You never had a chance to begin with. None of you and your fish friends did. Unbeknownst to you, you were all just helpless small fish in a scary world. Delay it as much as you want, you will have to face hardships, you might feel like a fish out of water, sometimes there will be no right answer. Certainly not one as simple as up or down. As the final text emphasized, sometimes all we can do is endure, It may not be romantic.

But that’s alright, just know,


a lot of people are going through the same thing.

A really artful 15 minutes. It's cool.

for a game about fish it really made me think, and the musical number was great, I won't say more than that so I don't spoil you, go try it, it's free on steam.

Lovely little weird indie gem :) and gets an extra half star for the music video.

There are thousands of indie devs (if not more) that are well under the radar of the larger game industry and I'd imagine that a lot of them are making super-weird experiments like How Fish is Made. All the more reason to support them whenever you can.

O surrealismo consegue brincar com nossa realidade a ponto de quebrá-la?

“O Surrealismo é destrutivo, mas ele destrói apenas o que ele considera ser grilhões que limitam nossa visão.” - Salvador Dalí

Para mim, o surrealismo é, na verdade, nossa mais fiel janela à realidade.

Você enxerga seu pensamento? Essa voz em tua mente, sequer consegue ouvi-la, como ela se parece? Essa imagem que vê é a mesma que enxerga ao olhar no espelho ou uma imagem que tem de mim? Como você forma essa raiva que sente? Essa confusão, essa dúvida ou esse amor?

Nosso pensamento pode ter cheiro, gosto, cor e até textura, mas é completamente livre de forma. Enquanto a arte luta para formar pensamentos, o surrealismo abraça a liberdade e, portanto, se torna mais real ao imaginário, à própria expressão.

Uma arte, porém, consegue transmitir sensações tal qual pensamentos conseguem, por isso sentimos a arte. E também, tal qual pensamentos, não precisamos de intenções, personalidade e nem justificativa. A arte "é" sem um porquê. Apesar da crítica e artistas buscarem as formas que entregam respostas, alguns movimentos se livram disso e, portanto, para mim, conseguem de fato ser.

Uma arte viva é real, uma arte viva é fiel ao imaginário que a criou, sem forma, mesmo que contenha, em si, formas.

Vamos para o início do Renascimento e o que acreditamos ser a semente do movimento surrealista (que viria muitos anos depois): Vamos buscar Bosch em suas artes horrendas, nojentas e livres.

"Pouco se sabe da vida de Bosch" é o que vamos ler em qualquer livro e artigo falando dele, alguns com um tom lamentável sobre esse fato, outros, com os quais eu concordo, acreditam que não precisamos saber da vida dele, já que sua arte fala por si, então vou mostrar para vocês como eu ouço a vida de Bosch através de sua arte.

Bosch enxerga um mundo horrendamente brilhante. O cristianismo medieval parece tomar conta de tudo e é extremamente gráfico em seu terror. Se observamos obras como o Jardim de Delícias e a Tentação de Santo Antônio, vemos a forma mais próxima do religioso, mas que ainda assim distorcem a realidade com criaturas grotescas e o uso dos planos e perspectivas que causam uma confusão imediata. A mente de Bosch parece ser livre dos pregos religiosos, mesmo que dentro do contexto cristão, e isso pode ser visto (até como um toque pagão) em suas obras ainda mais surreais como a Visão de Tondal. Enquanto artistas buscavam os grilhões da realidade, as artes de Bosch conseguem quebrar os limites físicos que tomamos como canônicos e incorporam a mitologia e a criatividade, ou melhor, realidade, de um imaginário único e pessoal. Bosch se entendia? Talvez a falta de entendimento tenha trazido esses conflitos que deram vida a essas obras e as libertaram, enfim. Mas, essas obras responderam aos seus conflitos ou os ampliaram? A expressão e o imaginário em papel conseguem acalentar Bosch?

Para mim, não existe arte mais viva do que a livre de forma. Somente a arte tem a capacidade de tornar vivo o plano imaginário. Se este não tem grilhões, por que insistimos em colocá-los (seja em autoria ou consumo)?

Quando joguei How Fish Are Made, eu vivi uma obra surrealista livre de forma, mas que formou sensações extremamente reais em mim. Como a arte é poderosa, não?

A priori, vivi o dilema das decisões, essas que constantemente nos fazem sentir o ambiente grotesco, o cheiro de peixe morto se confunde com a ferrugem, e estamos então nas entranhas de um organismo horrendamente vivo. O mundo é horrível, mas podemos escolher não ser. Podemos escolher ser melhores do que tudo isso. Eu estava convicto desde o começo da minha escolha e a abracei até o fim.

A filosofia de design do museu aqui funciona perfeitamente. Jogar esse jogo é como um passeio no museu ou até mesmo em um parque temático, em que cada sala temos um encontro e nos vemos cada vez mais livres de forma.

Ao final do capítulo um, tomei minha decisão.

No capítulo seguinte, eu fazia parte do ambiente. De uma forma visceral, eu era a gordura residual da podridão daquele ambiente. Meu papel agora não era apenas tomar a decisão, já a tinha tomado, mas agora estava no momento de levar minha decisão a outras pessoas.

Eu me vi perdido. Minhas decisões, minhas escolhas, elas muitas vezes são só minhas, mas suas consequências não são. Elas transbordam. Eu queria que essas decisões tivessem formas. Ter a confiança, medo e esperança uma imagem e forma limitada, eu conseguiria lê-las, entendê-las e resolvê-las. Mas não têm forma alguma. Vou levando um a um em minhas decisões, planos e, no final, o que vai restar de mim? É esse sabor que eu passo? Esse cheiro, essa sensação de metal com sangue?

"É temporário, até que eu consiga resolver tudo."

Como colocar isso em uma forma? Como colocar o tempo que perdi, que fiz outros perderem, como colocar a esperança e o medo que a acompanha em 4 arestas? Ou em 16 botões?

O surrealismo responde com forma alguma. Eu quero abraçar isso como esse jogo abraçou. Obrigado, How Fish Is Made, por ser minha resposta agora. Obrigado, Bosch, por não se entender e obrigado ao surrealismo e à arte por serem livres, tal qual nosso imaginário que deve ser para sempre.

I don't really get this game. I guess you can find some philosophical and theological meaning in it, but really didn't mean much to me. I just think it's hilarious that they have a musical about despair with imagery of rotting fish a gross stuff in the middle of the game.


To quote my famous Koi DX review "Fish game Fish game it's got a fish in it"

This review contains spoilers

I'm not sure I understood what I just played but definitely memorable/short enough for a fair shake (and it's free). I think I'm vegetarian/even more existential now? Also a katamari damacy expansion?? crazy