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I spent a while trying to work out which of the three different ways to control Dreams was best for me.
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To some extent this is to be expected: Dreams is attempting to do things that a home console has never done before, so naturally it will have button inputs that are unfamiliar. Even after absorbing a lot of tutorials, though, controlling Dreams can initially feel unintuitive. Overall, there’s no shortage of tutorials to get sucked into when you begin Dreams, with the vast majority being informative without stepping into patronising, and really good help you find your feet in what can be an intimidating place at first. Pleasingly, these are much more abundant than their Masterclass cousins and I’d especially recommend them if you’re planning on delving into the game-making side of Dreams. These range from beginner-level creations such as making a window to more advanced techniques like “How To. Another of my favourite sub-menus of tutorials are the “How To.” videos. As of now there are only these four masterclasses available, which is a shame because I’ve found them to be the most engaging lessons, whether creating alongside or simply watching the artists at work. These include Sculpting a Male Bust, Stylistic Scene Creation, Sculpting and Level Assembly, and Remixing Dreamiverse Dash (one of the Media Molecule designed games included).
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“Media Molecule has done an outstanding job at teaching you the basics and in some cases so more advanced techniques, with the most complex batch of tutorials being a series of Masterclasses led by developers who take you step by step through their respective areas of expertise. The key to this being that even while it’s teaching you the basics, Dreams is encouraging you to be creative at every turn – nudging you to not simply follow instructions when building a simple bridge or painting a garden, but teaching you to be willing to put your own spin on it. The multitude of multicoloured glyphs that sit at the top of the screen soon meant things to me and I actually found myself enjoying the tutorials rather than them being tiresome chores as they can often be in other games. But after completing the first set of basic tutorials it all started to make sense. This isn’t a game where you can afford to dive in blind. Back to SchoolWhen first casting your eye over Dreams’ creation suite, it can be a worryingly overwhelming proposition. Most impressive, though, are its distinct and varied audio-visual stylings, which act as a great way to showcase just what is possible with Dreams’ creation tools. While never providing much of a challenge, Art’s Dream does a fantastic job of blending solid combat and puzzles with a compelling plot. It’s a beautifully told tale that isn’t afraid to tackle some serious subjects, which it manifests throughout via visual spectacles such as the dreaded Thornbeak, a charcoal-feathered oversized crow that was the source of Art’s childhood nightmares. The trio of plotlines intertwine to tell a surprisingly melancholic and emotionally involving story and is a much more mature one than seen in previous Media Molecule games. You follow the titular Art, a down-and-out musician who’s recently abandoned his post as a double bass player in a jazz troupe, as he goes slaloming through three distinct settings: a fairytale-like rural area, an industrial world laden with steam trains and neon-soaked cobbles, and a digital forest where steel takes the place of wood and LEDs flicker like owls eyes watching from their branches. After a short string of basic, yet important tutorials, the most alluring and arguably best place to head is Art’s Dream - the two to three-hour story mode created by Media Molecule all within Dreams itself. When starting up Dreams for the first time, you’d be forgiven for not knowing where to start.