Dreams – Easy Allies Review

Dreams – Easy Allies Review


Review copy provided by PlayStation. We’ve been waiting for Media Molecule’s Dreams
for the lifespan of the PlayStation 4, ever since it was first teased 7 years ago
at the console’s reveal. Once you spend a few hours
with this unique game-creator, you realize why their most ambitious project to date
took so long to develop. There is an astonishing number of things to experience
inside Dreams and many ways to build more, but does this $40 game appeal to every type of player,
or just those with a creative spirit? Regardless of whether you’re here to surf dreams
or shape them, you have to go through an opening
that presents the basics of camera movement and introduces you to your imp, the colorful cursor that serves as an extension of you
throughout the game. Then you’re free to partake in the two major activities
in Dreams, creating games or playing them. You can try a little of each
or you can take one road and never look back. Both modes achieve their goals
and are entertaining in their own ways. There is a lot of content
either packed in by Media Molecule or continually generated by their busy community, and there are a lot of tools you can customize and tutorials to teach you how to use them. Each side of Dreams effectively complements the other. People who plan to spend all their time building might want to check out the dreams of their
fellow creators for education or inspiration, and people who are only interested
in playing the best dreams might one day find themselves taking them apart
to find out how they work under the hood. Regardless of which mode you prefer, Media Molecule
definitely wants you to express yourself. Like LittleBigPlanet, you’re given a homespace that you can decorate with prizes
unlocked from the in-house dreams as well as from a series of quests
that often involve publishing your own dreams or commenting on others. There are hours and hours of comprehensive tutorials that have Media Molecule’s
trademark welcoming charm and dry wit, laying out the elements of game design at a speed
that’s approachable to all types of players. The level creation is the most open and inherently
intuitive you’ll find in any comparable game, hitting the sweet spot between functionality and fun. Once you get comfortable with moving your perspective
and any object you’re manipulating, shaping or coloring the environment
is fluid and rewarding. There is an inherent floatiness to character movement
and object physics when you get into actual gameplay, but in the creative space, you have a lot of control and you can zoom in to the smallest details
to line things up. Although it lives on the PlayStation 4,
Dreams isn’t all about games. You can make a film to tell a short story or assemble a still scene to show off what’s possible
with the game’s unique rendering process. You can explore any genre you can think of. It’s no surprise that platformers and action games
tend to be easier to create than role-playing, puzzle, and adventure games, but even the assortment of ideas present at the launch
of Dreams showcases the vast potential. The reality is that the best games take time, and you can instantly tell the difference between
a project that was planned and tested versus something rushed out. For creators that have the will to realize their dreams, but not the patience, time, or know-how
to teach themselves more specific disciplines like system logic, character design,
or advanced scoring systems, Dreams has solutions. As inspiring as the game can be,
there will likely be a few aspects of development that you’d wish you could skip. If you get stuck, you can access elements
other people have made, whether it’s a working 4-wheel vehicle
or a song that fits your theme. Or you can grab a template
to work off something pre-made. Each detail remains linked to the dreamer
that made it no matter how far it travels. You can also reach out to other creators
and possibly collaborate in-game or in the forums. Several dreams have lots of different PSN names
in their opening credits. Extensive search filters mean anyone
specifically looking for your type of level can find it, and you’re notified
whenever someone shares something with you or gives one of your projects a thumbs up. You can make something
for one of the regular Community Jams if you want more people to notice your work, perhaps getting it featured on one of Media Molecule’s
livestreams or curated favorites lists. And a lot of dreams have found success
even in an unfinished state, linking to updates as development continues. You might also want to just play video games, and it’s here that Media Molecule will really
want to focus its attention in the months ahead. There are a couple of playlists
you should navigate to first. “Pick Up & Play” highlights the developer’s darlings
and delivers the quickest taste of how diverse Dreams can be. “Forever Popular” shows off
some of the older crowd-pleasers, and options cycle quickly through the “Trending Dreams”
playlist where the wacky stuff can really shine. Old Community Jams also hold a lot of value if you’re interested in a particular theme. If you just use the filters to explore your favorite genres, the line between celebrated dream
and unfinished experiment starts to get blurry. There are several mind-blowing works of genius
out there, but there are even more buggy, uninspiring,
knock-offs and works-in-progress. Right now, Dreams doesn’t do a great job
of labeling that stuff as what it is, and with so many levels to try out, it can be challenging
to judge each book by its cover. That said, some of the most entertaining moments
involve dreams that aren’t ready for prime time or come well short
of reimagining some popular franchise. What they lack in polish they make up for
in shock value or goofiness. Even the worst dream can be skipped instantaneously,
and seconds later you’re on to another. You can also add dreams to a “Play Later” list
if you’re out of time, or send them to friends. The best of the best are made by Media Molecule themselves, with their centerpiece being a movie-length opus called
Art’s Dream. It encompasses a variety of design styles and gameplay mechanics, pushing the creative tools to their apparent limit. It feels like the obvious place to start for people
focused on playing, but you can take it in pieces and come back
time after time if you want. Art’s Dream is an affecting tale full of sadness and love, even while parts of its world can feel random
and clunky. The strictly single-player story
impressively juggles the same devices you can use to turn your own offbeat ideas
into something you can actually interact with, and it occasionally throws out unlockable goodies
for your homespace if you’re quick enough to catch them. It’s also worth it to tour the smaller levels
made by Media Molecule staff, especially if you missed the early access period. While it can initially feel like this library of levels
goes on forever and wild new ideas keep popping up every day, it can get tiring when you just fly through curated lists
that jump all over the place or take the time to pick through the weeds. It can be especially tough when you want to focus
on something more particular like fighting games, racers,
or anything for more than one player. We hope that the method used
to showcase these games evolves as gracefully as the games have themselves. If the years it took to finally launch Dreams
are any indication, it feels safe to assume that this game
will be supported for a while. There are plans to incorporate PlayStation VR,
and while no formal announcements have been made, it’s hard to imagine the game not coming
to PlayStation 5. It’s intriguing to see
what has already been made in Dreams, and this feels like just the beginning of what’s possible. From making levels to playing levels,
the flexibility of Dreams is its greatest asset. It’s hard to judge the engine powering all this
by any one particular level or world, but there is definitely a painterly aesthetic
that the textures default to. While that softness can be ironed out and some scenes
touch on unexpected levels of realism, it’s not that hard to identify something
that was made in Dreams versus something that came from
professional development software. The visuals can be surprisingly gorgeous
at the same time. The right creator can generate spectacular cinematics, or use the lighting tools to great effect, and
aside from memory space, there are few limitations. Some of the most detailed character models can instantly lose their credibility the moment a wobbly
animation sequence makes them dance around, but when a scene plays into the graphical strengths,
it can accomplish great things. And this community’s really just getting started. It’s hard to define Dreams in one video, but it’s obvious you get a tremendous amount of value
for the price. If you crave a creative outlet,
the tools here are effective and easy to learn, and the army of full or part-time developers
appear ready to embrace your work. If you just want a wide range of weird games to play, you’ll find your queue refilled on a regular basis with surprises that couldn’t have been realized
any other way. There are definitely things Media Molecule needs
to focus on now that early access is over, and it’ll be a treat to see the game grow over time, but what’s here now is absolutely incredible. Easy Allies reviews are made possible
by generous viewers just like you. If you like what you see, check out
patreon.com/easyallies to help us make more. For just $1 a month, you can gain access to weekly
updates, spoiler discussions, and exclusive shows. Review copy provided by PlayStation.

100 Replies to “Dreams – Easy Allies Review”

  1. Been waiting for Dreams. I have no time to play it now though. But I still will buy to support this type of development

  2. I feel like I’ll buy this in about a year and play about 50 fantastic short games. Really impressed so far but I’m not much into the creative aspects

  3. I've been playing and it while there's some amazing stuff, I feel that the controls really hurt most games for me. There will be great graphics, music and presentation but the controls never feel quite responsive enough. I've found very few games that feel immediately satisfying to play, regardless of the level of polish. With that said I'm certain there must be ways to make the controls tighter with more polish.

  4. Interested in the line about physics being floaty. Is that just with default settings and it’s possible to fine tune by changing parameters? Or is that not an option?

  5. Great review, Jones! Been waiting for this and really value your opinion. I won't pick this up atm purely for an economic perspective – I would like to eat this month, but I will get around to it soon! <3

  6. Absolutley incredible achievement by MediaMolecule deserving of the score. I am still going through the tutorials and want to complete them to create something myself. But even if that doesn't happen, I can still just surf dreams and have fun that way. Art's Dream was really cool and many games I've tried were very well made.

  7. Played all of Early Access and I gotta say, the stuff people are making now at release is insane. A LOT of creators seem to just stay quietly working on their project until suddenly, out of nowhere, BAM incredible full game or insanely detailed game demo. Right on the trending screen. I make sure to thumbs up anything that leaves me feeling like “yeah that was a good time” even if it’s a janky time or badly voice acted time. Those Dreams are often my favorite ones bc of how honest they feel. Feels like going through someone’s room when they’re away or something.

  8. People should try Tiny Pier Simulator 1904. It is a beautiful polished full complete simulation game made in Dreams. Its a " Cities Skylines " for Piers.

  9. I played a lot of Dreams Early Access when it came out, and I've been playing a lot of it on it's full release. I'm blown away everytime with this game, needs more of the community.

  10. Dreams has always seemed impressive, but it makes me uncomfortable in a way coming from a first-party studio that it just feels like they wanted them to make a user-friendly engine to tout infinite playable games on their system or something. It just seems like something that should be open to multiple ecosystems instead of making people essentially make ads for your system.
    I don't know. Still impressive as a tool. The games, not so much.

  11. Such a shame that it's a ps exclusive, I would love to play this and I imagine that the pc community would accomplish great things in this.

  12. Great review! One thing I can't find a consensus on is what controller is best to play with..the Move wand or the PS4 controller. Which did you prefer? The developers were mostly using the Move when showing demos at expos.

  13. Pure quality review. Actually this might be the best Brandon Jones Review. No one but Jones could make this review as good as it is.

  14. I had a dream (a sleep dream) and I kept imagining an adventure crossover action rpg and turns out I can’t even make a cube flat, and microchips make no sense to me, giving up on that, even trying to do a simple drawing gave me complications why can’t I color over other colors? Why do I have to mash instead of just replace a paint stroke? I can’t even make something simple.

  15. what a pos review, apparently when you can create a million 1/10 games, you deserve a 9/5, awful fucking review, please stop reviewing jones

  16. Excellent review! One small note, is that you said Art's Dream is strictly single player, but I believe it supports 2 players. Just an FYI

    Fab work as ever, I love this game

  17. 6:02
    When you say "Strictly Single-player". The story can be played with couch co-op and I even suggest it because it's crazy fun!

  18. That was maybe the best Easy Allies review I've ever seen. Excellent editing and wonderful game capture footage. I was waiting for a review to really show me what Dreams can do. This review showed it. Shoutout the Segaia [Darius 2?] remake I spotted in the early minutes of the review. I should probably pick this up.

  19. Same Metacritic as Super Mario maker 2. How can it be when this is far superior and actually revolutionary? The Nintendo bias shows and if they released this it would've been a 95-97 meta easily.

  20. We will no doubt see some amazing (full) games come out of Dreams in time. Curious to see how they will tackle the inevitable copyright issues and adult content.

  21. If somebody comments, "why isn't Sony marketing this game" on this video I'm gonna flip out. I've seen that comment on literally every video I've watched having to do w/ Dreams, including freaking advertising done by Sony. It's like have you not been paying attention to YouTube, gaming sites, or the PSN store for the past few weeks cause they've been pushing Dreams pretty hard. I mean you google the word Dreams and the first two results have to do w/ the game instead of the actual term dreams which means Sony has invested HEAVILY in SEO in order to get that high up on a word that common for organic search results.

  22. Perfect score, and I’m pretty sure that with time they’ll fix some annoying features and fix the unclear limit or fare regulation on gore/violence and sexual content.

  23. Also, stick with the game for 3 days and you’ll get it. Definitely a huge achievement in gaming, get this and have fun!

  24. The most exciting thing about the creations in dreams is most of the big ones made by genuinely talented people are all in testing demos preriod,imagine coming back in a few years

  25. Dreams is Kickstarter: Early Access – The Game, but with a single buy-in and infinite projects to play; yet you can collab, create, curate lists of other people's content or go ahead and just do everything yourself.

    You could just make assets for other people to use, you could find something you like and remix it slightly or add music to an otherwise silent scene.
    You dont have to make complete projects, how you use it is very 'open world'.

    Its kind of an unscorable game, you cant really review it as its perpetually evolving with more content from not only everyone, but also from you if you want to do it too.

    Dreams is a full suite game maker toolkit for animation, sound, logic, modeling, art….its everything you need consolidated into one interface, streamlined for ease of use, combined with a social hub for sharing found content and for self-generated content.

    If you had to put a number on Dreams as a review score, the only true number that could apply would be Infinity.

    Despite being only $40, for what you get now and in the future Dreams would still be a steal at $1,000.

  26. The " unlockable goodies for your homespace " are not just for your homespace. You can plop down D-Bug for example and make a whole game using him. Can also find level assets, music from the story, etc.

  27. I've said it before but I am saying it here: Dreams is one of the prime candidates for the Sony PC release. This game is too great a toolset to be fully walled off in Playstation's ecosystem. I am glad it got made in the first place but a PC release like other incoming Sony games would totally accelerate what this thing can do, particularly if the servers can be cross-platform. This is what Project Spark on Xbox should've been.

  28. it was a little dicey regarding the news we got and the length of development but im really happy for Media Molecule to stick the landing on this huge undertaking. Choice bro.

  29. Great review, though I feel like one question that isn't sufficiently answered is; is Dreams a game at all? It feels more like a toolbox/development suite, and if you give it to 10 different people they could have 10 completely different experiences. Makes it kind of hard to judge it on the basis of how it stacks up to a "proper" game which is all about giving all players the same experience. Even compared to Mario Maker it's strange, as there's less specific core game, but also clearly much more in the way of design capabilities.

  30. And it's only $40… this game deserves to be experience by every ps4 owner and at that price is a steal and very much worth it.

  31. Still dont know if Im going to buy this game, mostly because the lot of times it requieres to create something truly amazing, but everything I have saw so far is incredible.

  32. If I could get a PS4, I'd be all over this. My last PlayStation was PS2, with the Wii and Switch being the only consoles I've had since that generation, so I've missed out on all of Media Molecule's titles, but I always wanted to play the LittleBigPlanet series. Dreams is definitely one I'm sad to be missing out on.

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