DREAMS
As part of the show, several game studios have been played on stage, introducing complete new brands, but also just the concepts of their upcoming games. One of these studies was Media Molecule, which came with its vision of a new era of creative games. However, more realistic contours were received two years later, in 2015, as during the introductory presentation the creators presented us with a basic idea without any further context. In addition, the studio was full of work at the time with the new Tearaway brand, which at the end of 2013 was very successful. The E3 2015 brought us the official introduction of the game together with the first more comprehensive demonstration. At the time, it did not seem like the release of the game had to be too distant, but finally everything was different.
The initial launch of the Beta in 2016 fell, as we did not get it in 2017 and finally in 2018, which in addition meant a delay for the current year. The fact that the authors were thinking much more seriously this time confirms the launch of beta testing at the beginning of the year, which is closed, but it still gives us a slightly better view of what we can expect from the game in the final version. We were, of course, also in the beta, so we could explore this still quite mysterious game. So what's Dreams really about? About creativity and what the name suggests - dreaming. Creators in Media Molecule are trying to develop their creative spirit and move a good deal further. In Dreams you no longer have to create a single, albeit multifaceted level, as in the Little Big Planet, but the whole game, complex stories. It gives you the chance to bring your thoughts and dreams into reality as accurately as possible.
Even though I have been dreaming about Dreams since the first preview, I have to admit that I did not even know what to expect from the game before the game, and what great demands I have to put on the game at all. It was clear to me that I had in my hands a complex tool to create almost everything, but the concrete idea was missing me. "Everything" is a very relative concept in games, it is a space that is created both by precision marketing, but also by the standards we are used to in this style of gameplay.Beta Dreams does not try to break any of your ideas but it definitely shapes it and from the very beginning, the authors try to get to know the environment in which all the dreams arise, reincarnate yourselves into a small hairy eyebrow with eyes and an antenna that serves as a pointer.You hold your hand firmly in your hands, since you control it with a simple tilt After completing the initial compatibility and dating test, the game moves you straight to your home, which is not a lonely house this time, but an open area that you can edit anywhere.
So you can warm up the flags of creativity in your home, but as much as I am more interested in discovering and exploring the creative creations of other players, my first steps were directed to completely different Dreams. The online space with all the creations of the players is very tempting, especially if you find out from the beginning that you can move a few clicks from the surface of Mars into the hallway of the T.T. or on Guitar Hero's concert podiums. You can look into the universe, look into the underground in the Dark Souls technology or something that reminds you of the Metro series. You will find that even though you are still playing the same game, by fingertips you can find yourself in a completely different world, in another dimension, in another dream of one of the players. This is something we did not have here. It is remarkable what the community was able to create in just a few weeks in a joke that probably does not even offer all the options that the full game contains.
On the other hand, just like any other similar game, Dreams is already clearly suffering from a significant disparity between really interesting or playable dreams and those that were more or less unplayable and waste of time. Although the idea was not always to be discarded, the different details of unfinished dreams made very strange creations that you would not want to get back to. Anyway, when I look at all the projects I've made, I've been asking myself more and more about how these worlds are fundamentally different. How can I move from a pure FPS action to a third-person adventure, and then a top-down action, within a few seconds? The possibilities Dreams already offer from this point of view are incredible, so after the lessons spent testing other people's creations, I moved to the place where all the projects are born, where ideas get real contours.
Of course, going straight to the editor would be very courageous, so my steps naturally went to tutorials. If, despite the vast possibilities of Dreams, you were expecting a few basic information videos, it would be very exciting to get this idea off the table. There are dozens of tutorials in the game, which will take you from the basics of manipulation or orientation in the editor, through storing objects to animation or logic creation. Creating a sufficiently complex system, which would be more user-friendly for control, certainly required enormous effort. Media Molecule has, however, managed to create a truly remarkable compromise, which has already brought its fruit to fruition. Interestingly, the game is personally rated by the personality level and personality type - are you a native creative person, or are you just exploring already created? The game probably notices you and marks you with the title.
Beta Dreams has enabled us for the first time to look into the dreams of players and the vision of developers. The very ambitious project gets tangible proportions, and we seem to be experiencing really innovative games this year. Despite the positive course of the Beta, there is a natural space to push expectations to the ground. We could see a closer look at the publisher itself or the specific creations of the players, but what the game is all about is still unclear. Will there be just some creative space, a very simplified gaming engine that does not require knowledge of any programming language or a little more? Hard to say. Although it is already clear that the creators will also offer their own campaign, I'm still a little bit reluctant to create what sort of idea about the final game. However, if we are to be persuaded by so many options, we will now decide what to look forward to.