![]() What made things even more taxing were the controls and how everything felt stiff, climbing felt robotic, and the grab detection system was poorly designed. When we managed to catch the bin it got caught in between the wall and a door and so, the item that it had we weren’t able to obtain it. ![]() One example is when we were in the shopping mall and had to chase down the garbage bin. Some dream areas have you wandering around for a seemingly long time only to end up walking into a bug that prevents you from moving forward entirely. What makes it real cumbersome is that collecting these items isn’t always easy and one of the items you receive in the early game, the Hamsa, doesn’t really do much for you. It’s basically fetch quests where the game directs you to grab item a so that item b and c can then open the door to grab item d, and so forth. The game in a way forces you to choose the right dream sequences and if you don’t, it makes the other dreams harder to solve. All that backtracking sometimes leads you nowhere because everything is just lacking in design and execution. The problem here is that the game does a poor job of really providing you with hints of where to start, and so much of the game has you backtracking constantly. One example is in the door which leads you to the train and your mission is to obtain specific items in order to progress. In this psychological indie puzzle game, your mission is to dive deeper into your dreams to discover new truths and overcome emotional obstacles along the way. However, YUME NIKKI ~Dream Diary~’s overall mission perhaps isn’t to exploit these issues but rather to educate us to ensure that we take better care of ourselves. The game itself was known to be a controversial one as it delved into topics which many would deem to be too emotionally taxing, such as suicide and depression. YUME NIKKI ~Dream Diary~ was developed by Kadokawa and published by AGM Playism, inviting fans of the original to a game that retains many remnants of the old while implementing fresh new designs for the modern indie scene. This is a reimagining of the RPG Maker classic that generated a very large cult following, and still continues to generate popularity. It's a game that's better experienced rather than told about.Now before we go into the review, we want to stress that this is our first time playing the series, and so therefore our experience with YUME NIKKI ~Dream Diary~ is a fresh one. One moment players could be in a beautiful mountain, and the next they are being stalked by a Grey Man in an abandoned city. LSD: Dream Emulator is blatant in how little it cares about being a "real" video game, going as far as to have its levels completely random. Even Yume Nikki gave the players choices in what realms they wanted to explore and things to collect. The game’s very existence is a subversion of basically every gaming convention, as expected from someone like Osamu Sato. People that find the game lovely or sweet have braver souls than most. By the way, LSD does not stand for the drug but instead for Lovely Sweet Dreams. The game randomly generates dream environments every playthrough, so no two players will ever have the same experience. There are no objectives, story, or even consistency. LSD: Dream Emulator is a PS1-era video game that really can’t be put in any sort of box.
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