Dreamcore Review: Fear of getting lost


I am lost again.

Is it the same house I just passed?

The same room?

The same door?

The same giant smiling face?

I can sometimes be challenged. To tell the truth, if you can name a type of place, I found myself lost there (or, more embarrassing, my spouse did it). I don’t mind often, because I can see corners of the really cool world by losing myself in its most modest spaces.

I often find a little comfort to sail in video game areas, even if this comfort is coated with yellow paint or ideally placed lighting.

Montaluz Dreamcore Initially invokes this feeling of simply getting lost. As a disembodied and first -person walker, the player is deposited in a world where getting lost looks like this. It plays a bit like a Twilight Episode featuring the stroller of the street.

Developers describe Dreamcore Like “a psychological horror game based on limited spaces”. The real horror here can be how much it reveals on its own reactions to be trapped in endless and picturesque soulless loops to speak or many interactable objects. Unlike my experiences in real life, the charm has dissipated quickly.

Lost in space

For the two current levels of DreamcoreThe opening load screen tells players to pay attention to their environment and that “being lost is the least of your problems”. It gives a false feeling of dread that I found unjustified during my seven hours with the game.

Dreamcore is currently made up of two levels: Dreampools and the eternal suburbs. Montraulz boasts that Dreampools consists of 500 rooms and that the eternal suburbs consists of 150 houses.

I absolutely believe them.

These are limited spaces incredibly made with timeless quality about them. They each feel like their own unique modern hellish landscape to get lost. Dreampools has white tile walls, blue water pools and colored slides as long as I can understand that you cannot slide down. The eternal suburbs want to sail in a nuclear installation which has never received its bomb – a landscape of hell from suburbs where the interior conceptions of houses are much more interesting than their white fences.

Get lost in DreamcoreThe levels of “are like the point. The two levels have fairly open concept puzzles to solve in the goal being to escape. There are environmental advice from sounds to visuals that help along the way; in the meantime, Dreamcore said the player very little. There were times when I did not know if I heard new music or if my mind felt space with what it hoped or sought to find.

It is essential to pay attention to your environment, but being lost may be the most serious Dreamcoreproblems.

Liminal

Limality, like Uncanny, is one of the best major English words (and frankly the worst). (Believe me: I have three diplomas in English. I flooded the word liminal to the point of absurdity.) Here, developers actively contribute to a larger project on limited, even the name of the project apparently reflecting This influence. Dreamcore is based on The rise of “Dreamcore” as limited horror spaces on the Internet. They focus on horror just beyond the familiarity of modern art, architecture and design.

It works very well as a series of Urban still lives. Concrete structures, tiles or suburban houses are seated without explicit human (or even animal) interaction. Lives always have a feeling of rotting; Dreamcore’s art, sometimes seems to do the opposite and, in turn, creates a feeling of plastic permanence. These perfect white tiles in the pool can always remain perfectly white. This lack of disintegration creates a feeling of discomfort. As individual scenes or plans, they linger with the spectator.

Dreamcore is strongly based on this permanence. These are spaces that must have been built by someone, right? The player sails in a series of spaces that could double as an interactive artistic installation. The sounds of the objective that occurs when the player zooms out or leaves helps to create this illusion. At best, I felt like a tourist in the worlds of DreamcoreConsumed by not affected and not affected art around me.

I fought with these spaces as a puzzle game and even more like a horror game. To call this game, horror seems to be poorly identified – or, worse, perhaps a misunderstanding – the genre. My feeling of discomfort quickly gave way to frustration. The game puzzles are not insoluble, but nothing really pushed me to solve them other than to do something or hope for any interaction.

Dreamcore (art) could work best as motionless or short moments. The apparently endless curls of Dreamcore (The game) steal it from its charm and its beauty. His haunting endolor takes place as a Twilight Episode without intrigue.

Closing reflections

Dreamcore Capture the imagination and serves as a good proof of concept for what the horror of the liminal space could look like in modern game engines. Unfortunately, he does not currently feel much more than a land and worse to date, the one who overcomes his welcome.

The eternal suburbs is the strongest of the two current cards available in DreamcoreAnd the developers promise that three others will be published in the years to come. The game is therefore only two fifths.

I can’t wait to visit the spaces that the team creates, and I am delighted to get lost in the new little corners of these dreamlike worlds. I just would like them to scare me beyond the idea of ​​getting stuck in an endless loop.

Score: 5.5 / 10


DreamcoreDeveloped by Montaluz and published by Tlön Industries, is now available on PC, PlayStation 5 and Xbox Series X / S. PDSF: $ 8.99.



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