![]() The number of abilities your player gains also been dramatically reduced. This change makes the game feel like it took more inspiration from Playdead ’s work than Yume Nikki. A lot of sections restrict you to slow sidescrolling movement as well so there’s practically no exploration… just walking. Going from the 2D open world found in the first game without clear goals, Dream Diary is now a linear 3D puzzle platformer where it’s very obvious you need to get your character from point A to point B in each area. Gameplay has taken a dramatic departure as well, the likes of which I would compare Zelda 1 to Zelda 2 with. Your protagonist, Madotsuki, has a bit of a scared personality placed on top of her, which may be offputting if you accepted her for the last fourteen years as a blank slate/surrogate for yourself. Both jumpscares and blood now in full abundance, the likes of which you would find in any aspiring horror game in Steam Early Access. While some might be fine with this interpretation, it can easily feel like the developers injected their own fanfiction-based meanings to everything in a ham-handed approach that would even make The Game Theory youtube channel envious. The weird tall beaked women now want to eat you on sight and you have to do some Abe’s Odyssey-like puzzle solving to get past them. The game throws in a lot of callbacks to the first game in both NPCs and locations, although the tone of Dream Diary reduces would be nostalgic reveals to shoved-in callbacks. ![]() Non-hostile NPCs from the first game like Monoko are now “spooky” enemies that kill you upon contact. From just watching the newest trailer, an unaware onlooker would think they were playing a lower budget Little Nightmares or INSIDE. Naturally, games can be perceived in a variety of ways by their players but in this case, instead of showing me an alien world, I was just alienated.ĭream Diary takes the aforementioned horror aspects and Flanderizes them to the nth degree. So while horror and violence-adjacent material remains a large fixture within the house of Yume Nikki’s lore, a lot of its playerbase still places ‘weird’, ‘strange’, or ‘lonely’ as the keyword to describe the game over ‘scary’. Since few things actually seem like they wished to harm you (unless you harm them first), there wasn’t necessarily a sense of explicit danger. While the game had a lot of spooky elements (akin to experiencing a nightmare), those freakier scenes were balanced out with just abstract weirdness and moments of isolation. As you progress, you gained access to a number of “Effects” that changed your form and allowed you to interact differently with the environment. The backstory on the first game: The original Yume Nikki was a surreal exploration title that had you wandering throughout multiple landscapes within your character’s dreams. As many have discovered these last few days though, enthusiasm doesn’t equate to quality. Recently, some fans got approval from Kikiyama to make their own reimagining in the form of Yume Nikki: Dream Diary. The unassuming game would go off to spawn fan titles, merch, an (infamous) manga, and more. It also became a flagship example of what could be done in the thought-to-be-limited RPGMaker engine along with other titles like lb, To The Moon, and The Witch’s House. In 2004 indie developer Kikiyama created Yume Nikki, a cult classic that inspired many people to create non-conventional games such as.
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