The game starts with a big bang. My television screen slowly emits hints of constellations. A warm, dulcet and British voice welcomes me. I’m moving my cursor (a fuzzy creature with a point, called an imp) to calibrate my controller’s movement and space. Each mapping point I nudge with my cursor creates explosions of colour and light. It’s clear to me even here, that with Media Molecule’s game Dreams, I’ll have a universe of gorgeous possibilities ahead of me.
If you’re a fan of Media Molecule’s previous games, the LittleBigPlanet series and Tearaway Unfolded, it’s easy to get excited about their latest foray. Much like LittleBigPlanet before it, Dreams is all about creation. Instead of a basic level editor, this game boasts the ability to manufacture anything you can possibly dream of. These wishes and ideas can be as linear or non-linear as you like. Want to create some sick beats? A kooky character? Or even an entire game campaign with detailed decision making? You can!
From imagination, to practice
You’d be forgiven if you found that to be a tall order. It is. However, the game comes with a passionate community, and great web integration and tool suite. Thanks to these, Dreams not only gets a fighting chance, but absolutely sticks the landing.
Dreams is broken down into two main features, with the creation side of things being called DreamShaping. This section allows for you to do a number of things. You can create an element (an asset such as an object, character or piece of music) or a scene to compile these elements in one place. Constructing a Dream is where you get into the large scope of things. Dreams piece together several scenes into what can be a detailed project spanning several settings.