So, I have finally gotten and played the game to completion! My thoughts? Much better than any Paper Mario game released after The Thousand-Year Door. People might call games like Bug Fables, Born of Bread, or The Outbound Ghost as Paper Mario clones, but calling them clones is somewhat insulting in my opinion, especially since those games fill in the gaps left by Nintendo. But, enough with comparisions. This is about Born of Bread! The gameplay of Born of Bread is similar to what you might expect: it's turn-based combat with timing-based input commands which increase damage dealt or decrease damage received. The main character Loaf is thrown into an adventure, trying to stop Jasper from getting the sun crystals needed to ressurect an ancient kingdom. On his way he meets several partners who also get their turn in combat. Sure, the story might be nothing particularly extraordinary (safe for a couple twists) and the gameplay is exactly what you would expect from a turn-based RPG, but it is executed incredibly well! The characters are charming, the dialogs are fun (although I wish there was a way to increase the text size) and the game is mostly well-balanced. I say "mostly" because I feel that the last quarter of the game was much too easy. Suddenly enemy encounters only consisted of a single enemy (instead of multiple enemies) and the final boss only managed to deal about 22HP damage... while I had over 200HP. Maybe I was overleveled? Here's one point of criticism for the game: enemies respawn far too quickly. In fact, leave one area and return, and they are back instantly. I am not the kind of person who runs from a juicy enemy encounter, so I just fought them all and probably gained about 20 levels in one section of the game alone (Coldstock Cottage) because the game constantly required you to backtrack through the area and enemy encouters often gave you the maximum amount of enemies per encounter - which also means tons of experience points (here called "Might"). Gain 100 and you level up! With the maximum amount of enemies, you would need only four to five encounters until you level up again, and so on. Speaking of areas - they are all beautifully designed! Sure, you have probably seen most areas in other games (forest, beach, snowy mountains, horror mansion) but where Born of Bread stands out is the sheer size of them! They are HUGE and there's tons of stuff to find and explore! I was amazed at how large the areas were during the first couple of hours. The soundtrack does its part, too, and is nothing short of outstanding! Even before completing the game I already put some music on my MP3 player to enjoy it when I was not actually playing it. It's epic, synthy, and just fits the mood. The battle theme also changes with each environment, making it feel fresh. Badges are back, but they are called "boons" here, helping you out in battle! It's nicely balanced, as you can only equip up to eight of them. One minor issue is that some effects stack, while others do not. I had to experiment here to find out what works and what doesn't. Not sure if it's a glitch or because of balancing reasons. You also get to choose color palettes for your pals, which is a nice bonus, but going with their original attire felt the most natural to me. Some of the features this game offers feel great, such as boons and weapons you can equip, while others feel a bit... "underbaked". I am mostly talking about the cards and Resolve Points (RP). You can collect cards with different designs and characters on them, but doing so does absolutely nothing except visually changing the design of the cards? I thought they played a bigger role during battle, but in reality changing the cards doesn't do anything. I also didn't make use of RP in the game, like at all. Even at the end of the game, I still had like only 5 RP and I haven't used a single special attack, because it just wasn't needed. Weapons and skills were enough to breeze through the game. The bosses were a joke. Some of the regular enemies felt harder to beat than the bosses, simply because there were more than one of them. The chat display and the special requirements for getting additional Will Power (WP, used for most weapons and special attacks) were also absolutely underbaked and I was completely ignoring those features after the second battle already. It IS cool that the game tries something new, but I feel that it really wasn't necessary or that the difficulty should have been increased significantly so that the player would be forced to make use of the additional mechanics. Ah... but maybe my criticism is a bit unfair here, because the game DOES offer a hard mode (so far I have only played the normal difficulty). I wonder what changes were made for the hard mode. Another amazing addition to the game are the quests. Giving the characters who are in need of a helping hand a grumpy emoticon is a simple but effective way of showing the player that there are quests needed to be done (btw. the characters animations and facial expressions are amazing!!). But what makes this even better is a quest log! Let's say you can't play the game for a couple weeks and when you start again, you have forgotten what to do - fear not! The quest log in the pause menu shows you everything you need to know, and you can get back into the game really quickly. It's honestly amazing how a simple addition can significantly increase the quality of the game. The pause menu also lets you unlock skills from your partner's skill tree (provided you have collected enough lizards in the environments, which are sometimes hard to find even though they make a snoring noise) and there's also a helpful map. It's awesome how complex the pause menu actually is - maybe too complex. Even at the end of the game I had trouble shifting through the pages because I didn't know which buttons to press (L1 or L2?) to highlight a certain menu. The menu could have been made a little easier to navigate. It is certainly a bit overwhelming at first. Don't be discouraged by the negative reviews saying that the game has tons of bugs. Yes, it does a have a few bugs. But as of now (July 2025), I have only encountered a few of them, and not a single softlock or game crash. There's some minor issues such as the speech bubble not appearing for characters you can speak to (going away from them and then approaching them again fixes this), some scrolling issues in the quest log, a camera glitch during a sidequest (when you have to give Papa Baker certain consumables), a sequence break (do the "Racing Through The Mines" quest before freeing Papa Baker, and the timer still goes on during the cut-scene, and if it goes to zero, you get teleported back to the mines and the cut-scene will be ignored, as if nothing ever happened) and I was delighted to find out that I can consume some items an infinite amount (yummy apples), allowing me to heal up completely without losing the item. People seem to forget that this is an indie game, not a product from a multi-million dollar company. Game development is complicated as frick, and I prefer a glitchy game with awesome gameplay to a polished turd. That is my opinion at least. Anyway, this review goes on for far too long. Bottom line: great RPG, slightly glitchy, slightly too easy, but amazing nonetheless. 8.5/10
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