NeoMetallix > 01-22-2019, 02:33 PM
Quote:Dreams does not really make sense until you see the creative tools that were used to make it. Those tools are given to every player. Unlike LittleBigPlanet, or indeed any other game that invites you to create your own levels, Dreams does not limit you to collaging together textures, items, music, characters et cetera created for you by the developer. It lets you create every single one of those thingsyourself, if you want. Once I realized that every tiny detail in the single-player levels was made with these tools, from the suitcases on a train platform to the flying dragon with its emphatic facial expressions—and then I realized that I could make something like that, too—I began to understand the full scope of Dreams, and what it is trying to make possible.
Quote:Dreams is a hard game to explain. It is a game, but it’s also a creation tool, a social network, a film studio, a music editor, and so much more, all wrapped into a single package.
Quote:Dreams is an incredibly deep experience, but only as deep as you make it. No interest in creation, as quick and accessible as those tools are? Sit back and enjoy auto-surf. Let Dreams stitch together various community creations into a loose, two-hour play session. Filter your experience by tone (cute, horror, action, etc.), by game type, or with custom tags. Search for creators by name, or find any topic and subject matter using text search. Like something you see but have ideas for making it better? Take that content and publish a Remix. Want to know all the assets and creators that went into making something? View its Genealogy, a branching cookie trail that shows all content and creators involved plus relevant Remixes. Don’t care for that complexity? Start a project with baked-in characters and environments. Invite your friends to be collaborators and add their touch. Publish it, or keep it a private workspace.
Quote:The ultimate goal is that, as users create and upload stuff, the growing compendium of shareable elements that anyone can use will form the backbone of a massive, collaborative community. And if you use someone's original music or their original character or their original animations in your level, Dreams automatically credits them in your creation -- which makes it possible for others to see who made what, and potentially follow that person, commend them, and find their other work.
But while Dreams' capabilities are complex, using it is meant to be as simple as possible. Most everything can be controlled intuitively with the motion capabilities of the DualShock 4 controller, and the developers said they're working to make performance the means by which things are added to the game. That means if you want to add a simple animation to something, like moving a platform back and forth for a character to jump onto, you just select the object, set the game to record an animation, and then move your controller however you want the platform to move. Stop recording and the animation is there in the game.
NeoMetallix > 01-29-2019, 03:00 PM
NeoMetallix > 02-01-2019, 02:57 PM
Quote:Dreams for PlayStation 4 seems almost too good to be true. It’s a video game-meets-creative-suite that enables players to craft 3D characters, full environments, visual art, music, and even full video games inside itself. I’ve been making digital art for almost two decades, and I’ve never been able to create this much content in a single application — let alone one I can use from the comfort of my couch
Quote:I control Dreams with just the motion sensor, buttons, and analog sticks in the controller. Within seconds of learning the controls, I was creating 3D objects, speeding through menus, tweaking my creations, and editing my work freely inside a 3D space. The ease of which soon became comparable to using ZBrush on a drawing tablet or sculpting in virtual reality in Oculus Medium.
Quote:It’s fascinating how Dreams almost replicates the near-natural manipulation of objects in 3D space, something that I’ve only experienced in VR, and it’s done without a camera, headset, or even more than one controller. The game doesn’t even require the PlayStation camera, as I use a combination of the analog sticks and motion controls to move the cursor along the X, Y, and Z axes. I create every 3D object in the game while laying back on my couch with a single DualShock in my hands.
Quote:When I forst saw trailers for Dreams, I was skeptical that Media Molecule could create something comparable to the design tools I already have at my disposal. But I stand corrected after spending a few hours with Dreams. While Dreamswill hardly replace any of the gear I have in my own home, the included tools come close to matching their capabilities for a fraction of the cost.
NeoMetallix > 02-20-2019, 02:35 PM
Quote:Dreams Early Access will be available digitally through the PlayStation Store this spring, priced at $29.99 MSRP (+ applicable tax) in the US and $39.99 MSRP (+ applicable tax) in Canada.
When released, Dreams Early Access will be available digitally through the PlayStation Store and priced at €29.99. Early Access will be available in UK, USA, Australia, Austria, Benelux, New Zealand, France, Switzerland, Italy, Germany and Spain.
As with all Early Access titles, if you purchase at the point of Early Access starting, you won't need to spend any more money once Dreams launches in full.
NeoMetallix > 05-01-2019, 12:49 PM
NeoMetallix > 06-03-2019, 10:34 AM