There is both the monotonous tap-tap-tap on most surfaces, as well as the fact the sounds just come too quickly to sound anything like a person walking. However, they also attempted to realistically portray footsteps, but fail miserably. The view moves up and down as you walk which is fairly normal in first-person games today, and fairly unobtrusive.
Somewhat unusual for the time, the game designers attempted to truly simulate walking. With the first step you take in LSD, you become aware of what might be the game’s greatest fault – the sound of footsteps. White and blue seem to be positive transitions, while a red transition generally signals that the dream is taking a darker turn. Whether by walking or linking, transitions are marked by the screen fading to a solid color. As for bumping: touching anything in the game–whether it be a wall, a flower, or a minotaur pulling a cart–will link you to a new location. Tunnels are static routes from the various large areas in the game. There are two ways to reach different settings in the game: taking tunnels and bumping into things. X allows you to run, which is helpful in the larger areas. There are some additional options, as the L1 and R1 buttons allow you to look behind you, while L2 and R2 are for strafing. The directional pad turns you and moves you frontward or backward. Despite their technical simplicity, the visuals are more than sufficient to convey Nishikawa’s bizarre night time fantasies. Simple blocky shapes are textured to appear as buildings, trees, a flying whale, jumping baby men and everything else that LSD throws at you. The look of the 3D environment should be familiar to anyone fortunate enough to survive gaming in the 1990s. The graphics in LSD are dated but adequate. I recommend, however, avoiding using a map until you’ve had a chance to play without. While the layout of the game appears to be quite random, it is static and mappable. There are many areas to be explored, from areas like a Japanese village to many surreal, Dali-esque locations. This is the default starting position, but your starting location varies widely the more you play. Your first dream begins in a house, facing a window. This is easy to forget to do, as playing for an extended time puts you into an odd state of mind. LSD does not save your progress automatically, so you have to purposely save to the memory card. The game begins with a psychedelic opening video followed by a simple menu screen, with a counter telling you how many days, or dreams, you have experienced. The game shows its age a bit and certainly has its flaws, but it is still an experience well worth exploring. There has never been another video game that so effectively conferred the feeling of an actual dream. And while the game’s content might not be accessible to the average gamer, there is hardly any necessary text, and what actually needs to be read for playing is in English, making it extremely playable.Īnd LSD is exactly what it sets out to be: a playable dream. LSD also became available on the Japan PlayStation Network in August 2010, making it legitimately available to an entirely new audience.
Physical copies of the game are extremely rare and have fetched high prices. LSD was released in Japan and has never been localized outside of it. Osamu Sato combined those dreams with creative gameplay mechanics to create a rare gem in LSD: Dream Emulator. Hiroko Nishikawa kept a detailed dream journal for over ten years.
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Games like Rez, Psychonauts, and the NiGHTS… series are heavily influenced by the concept of dreaming, but only one game truly captures what it actually feels like to experience a dream. Dreams have always been a popular theme and setting for storytelling, and video games are no exception.
But the first and foremost method of escapism is found in the human mind, in dreams. Video games have provided an escape from reality for decades.