'Dreams' turns the PS4 into a lovely game development kit



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(What is it, The last keeper?)

I was nervous to start dreams and see what Media Molecule has enslaved for so many years. Part of me was certain that the package could not justify such a long development cycle. From the opening screen, however, it was obvious that all the time and resources of the company were gone. To speak frankly, dreams is not a video game. It's a powerful, flexible and piece of happily accessible game development software.

In short, dreams is a learning engine after and the distribution platform in one. And, most important, all these pieces are linked together with the lovely visuals and media narration Molecular games are known for.

Of course, Little big planet and its numbered suite also had creators of robust levels. They allow you to design, test and share colorful adventures built around the series & # 39; aesthetic patchwork iconic. Little big planet, developed mainly by Sumo Digital, has extended the set of tools so that players can use a top-down perspective similar to the original Grand Theft Auto. Some three games have spawned really wonderful and imaginative worlds but they have always been confined by the engine and gameplay mechanics of Little big planet franchise. You can not build a tactical shooter, for example, or a market simulator like Everyone is gone for kidnapping.

dreams is different. Media Molecule launches platform as a means to create art, movies and video games across genres and visual styles. Imagine a version of Unity that costs less than $ 30 and can to be learned effortlessly with a DualShock 4 or pair Wand style displacement controllers. It's the goal and the vision here. Done correctly, dreams could release the development of the game in the same way Minecraft done ten years ago.

I've spent the last two days browsing the game's introductory tutorials. They're well-designed, with simple storylines and a video-frame-by-image player visualizing each instruction. A cheeky and shameless British narrator, known as Dream Architect, explains each menu, tool and possible button-press in clear and concise terms. There is a lot to learn and, finally, to memorize, so I found myself using pause, rewind and restart the buttons a lot. If you've already followed a guide on YouTube, this go-and-go reference process will be well known to you.

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The basic commands are quite easy to understand. The left joystick moves the camera on a two-dimensional plane (front, back, left and right), while the right joystick toggles it up and down. By holding the L1 button edit The left joystick allows you to move the camera vertically.

You also have a colored "imp" to select objects and menus, such as a cursor on the screen. It is related to the accelerometer on the DualShock 4 controller who is rapidly losing his position and therefore to be re-centered constantly. I do not know how Media Molecule could have avoided this problem without releasing a mouse device for PS4. If you have a displacement controller, I guess it's a much better option.

The rest of the control scheme is surprisingly intuitive and makes good use of the buttons on the DualShock 4. You can hold R2 to grab an object or slightly use the trigger to make more precise adjustments. The triangle is wipe off, circle removes the current tool attached to your goblin, and the left and right arrow keys serve as undo and redo buttons. Of course, the DualShock 4 has fewer buttons than a traditional mouse and keyboard and is therefore an imperfect way to control such advanced software. Media Molecule solves this problem with the context menus and the L1 button, which amended almost all the other entries on the DualShock 4. This is not perfect, but I was surprised by the speed with which everything clicked.

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Before too long, I learned how to evolve, turn and clone any object from my arsenal. Then, the tutorials explained how to use their logic version to create death zones, checkpoints, and health systems. In a few hours, I had all the necessary tools to make my own rudimentary "dream".

For inspiration, I've checked some creations of the community. I knew that the public had already created some breathtaking worlds, including a tribute at Dead space, during the private beta earlier this year. But I was impressed by the width and the quality on the offer. The platform is already full of driving games, shooters and cinematographic vignettes of fictional places.

I found an almost complete recreation of P.T., the beloved teaser of Silent hills which was designed and directed by Metal Gear Solid creator Hideo Kojima. dreams so suggested a surprisingly accurate version of the first Mario Brothers. level and half-finished Kokiri Forest of The legend of Zelda: Ocarina of Time. To my surprise, someone had even started a revival of PlayStation Home, the social space that Was launched and finally closed on the PlayStation 3. There was not much to see or do a bowling was the only real attraction but I was always impressed with the details and the efforts that had so clearly been spent put together.

<img alt = "Dreams" data-caption = "Dreams" data-credit = "Supporting Molecule" data-credit-link-back = "" data-dam-provider = "" data-local-id = "local- 3-6749321-1555593206548 "data-media-id =" 26960e4d-4fef-4a11-8e15-3ddcd1a18ed5 "data-original-url =" https://s.yimg.com/os/creatr-uploaded-images/2019- 04 / affac490-61db- 11e9-bcef-9bf099505498 "data-title =" Dreams "src =" https://o.aolcdn.com/images/dims?resize=2000%2C2000%2Cshrink&image_uri=https%3A%2F% 2F% 2Fs.yimg.fr 2Fos% 2Fcreatr-Upload-Images% 2F2019-04% 2Faffac490-61db-11e9-bcef-9bf099505498 & customer = a1acac3e1b3290917d92 & signature = a58f614604d70e8588837b7db7db7d

Well, it's time to make a little confession: I have not started yet own dream for the moment. I always have some tutorials to complete and you want to remix the worlds of others before building them from scratch. With dreams, however, I am confident this I will stay with the software and build something that is worth sharing. And it's a big problem I am usually the type of someone who completely ignores the level editor and engulfs everything the community has created instead. With dreamsI am finally committed to being a creator as much as a consumer.

Now, dreams There is no story mode (hence its name: advance access of the creator). In a blog post, Media Siobhan of the molecule Said Reddy it will be included in the full version which, for the moment, still has no definitive date. I guess this article will be essential to attract people like me who usually avoid level editors. Even in its current form, however, dreams is undeniably impressive. Media Molecule has designed a game engine that is both accessible and complex enough to offer really breathtaking worlds. I can not wait to see what people are building with.

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