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About the Story
'I want to get to know you'.
49th Place - 23rd Annual Interactive Fiction Competition (2017)
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Number of Reviews: 3
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Set over the course of several months, The Dream Self depicts the everyday activities of a character based in London. The PC stays with their parents, works, and interacts with and befriends other characters, but the game is generally light on details about their life. Greater richness abounds in the dreamscapes the PC explores in their sleep, in which a compelling unknown figure plays an increasingly prominent role.
(Spoiler - click to show)Between its dreamy periwinkle-and-teal cover art, the clear and clean interface, and the ingame art, The Dream Self makes an attractive impression. The dimming and brightening effect overlaying the PC’s room as the sun rises and sets, along with the dates flicking past, is a handy visual shorthand for the passage of time. Different dreams have different colours, elegantly emphasising the mood and tone of the text.
And there is a lot of text. It’s not hard to read by any means, but I found that with frequent strings of passages without choices, the click-read cycle grew repetitive. It was interesting to read, but the images and events didn’t grab my attention enough to stop me wondering when I was going to be able to have input into the story. For a game focused on surrealism and dream logic, the prose is quite straightforward and workmanlike.
When choices arose, I enjoyed being able to state how the PC felt about the events that were happening to and around them, but there were a few too many sections ending in a single clickable choice. For example, when shaking the hand of the dream-figure, the PC could not let go, and the only option available was to “Struggle”, whereas I would have been interested to have an option like “Grip desperately” or some such. Maybe my prior choices restricted the choices displayed, but there didn’t seem to be anything ingame to suggest this.
This seems a good time to mention my personal elephant in the room: that Birdland by Brendan Patrick Hennessy has spoiled me for dream sequences. Not only does Birdland’s style shift wildly between the real world and the dreams, while the stats highlight where dream-actions affect Bridget’s abilities in the real world. Where options are restricted, the game makes this obvious. However, in The Dream Self, things are less clear. Actions in the real world seem to affect events in the dreams, but it’s implied rather than explicit. Occasionally text is bolded; in some cases, it seemed to be conditional text based on previous actions, but elsewhere I wasn’t so sure. This ambiguity, and my uncertainty about whether the dreams affected reality, made it harder for me to care about the PC’s actions.
Having said that, I found that the development of the PC’s personality was effectively presented. I never had the sense that I should have been trying to gear my choices towards a particular type of character: I felt that I could pick and choose different attitudes as I went. As it turns out, Minuzzi based a large proportion of the choices on personality test responses, and I was impressed at the amount of nuance in the emotions the PC can express: no Harry Potter Sorting Hat style “do you want to go cliffdiving, read a book, give your friend a hug or murder someone” here!
In contrast, the unknown figure is by necessity a cypher. In my playthrough, the PC and the figure reached a sort of therapist-client accord, for the PC to confide in and return to when their worries took over. The connection the PC felt with them did not always feel quite earned, and yet at the end I found myself smiling at the interactions between the two, and wondering what would happen next in the PC’s life.
I found The Dream Self a gentle game with a thread of melancholy running through it, and I’m intrigued to see how other people’s playthroughs panned out. Despite wanting more zip and spark from the prose, the game is beautifully put together, and I’m intrigued to see more from Minuzzi and Tea-Powered Games.
I liked the animations and the graphics, which mainly alternated between a bedroom and a background of circles/bubbles, with a beautiful scene of a café towards the end. While the fonts were good, I didn't really buy the use of bolded words and exclamations, which disrupted my flow of reading without emphasising anything important.
The writing was decent. I preferred the scenes that occurred in reality, which formed a coherent narrative, to those in the dreams, which were mostly left vague and unexplained. This combined with the fact that the game dedicated a large part of its prose to the dreams diluted what plot established during the day even further, leaving many loose ends untied. The writer did however make some attempt at resolution when it is revealed at the end that the dreams are adapted based on the player's previous responses. This is an interesting mechanic that would certainly have added much to the game, if only the aforementioned vagueness had been tackled. Also, I didn't feel like the answers provided to the personality questions were always comprehensive enough, especially for the minority of questions whose every possible response I didn't agree with. This was reflected in my test results, many of which didn't resonate with me.
All in all, this is a beautifully presented game that could possibly have made better decisions in terms of writing.
I beta tested this game.
This is a unity/Ink game which takes place over several weeks in an apartment as the main character deals with life and with dreams.
Most of the choices are about how you interact with others and your view on life. The story is very malleable; your choices have strong effects on the outcome.
It turns out that the story is based on (and is an implementation of)(Spoiler - click to show)a personality test. Finding this out tied the whole game together for me. But I felt disconnected during the game, and I wish I had more idea of where my choices would take me.
|Four Sittings in a Sinking House, by Bruno Dias|
Average member rating: (16 ratings)
The thing about sinking is: the sea is not a void. If you're sinking, you're displacing something. A Grand Guignol entry for ECTOCOMP 2016
|The Tunnel, by Natalia Theodoridou|
Average member rating: (7 ratings)
She will never lie to you. A young couple on a train journey across Europe enter a tunnel that is much longer than they thought.
Tea and Toast, by Matt Weiner (as Maria del Pangolin)
Average member rating: (13 ratings)