There’s something profoundly unsettling about a game that asks you to build worlds with gunfire instead of destroying them. Dreams of Another doesn’t just challenge our expectations of what a video game should be—it actively subverts our most ingrained gaming instincts. We’ve been conditioned for decades to associate pulling the trigger with violence, with taking something away from the world. But what happens when that same action becomes an act of creation? This is the central paradox that makes Dreams of Another feel less like entertainment and more like a philosophical experiment disguised as a game.
The game’s visual language is its most immediate hook, using point cloud rendering to create environments that shimmer with impermanence. Everything feels like it could dissolve at any moment, which perfectly captures the ephemeral quality of dreams. This isn’t the solid, predictable world of traditional games where walls are walls and floors are floors. Instead, you’re navigating through memories and subconscious fragments that shift and reform around you. The comparison to PlayStation 3-era experimental titles feels particularly apt—this is the kind of boundary-pushing work that reminds us why games can be such a powerful artistic medium when developers are willing to take risks.
What fascinates me most about Dreams of Another is how it handles its surreal narrative structure. The game doesn’t just tell you a story—it makes you experience the disjointed, illogical nature of dreaming firsthand. Characters appear and disappear without explanation, scenes morph without warning, and conversations follow dream logic rather than narrative coherence. This approach creates an emotional resonance that traditional storytelling can’t achieve. You may not understand why you’re talking to a family of moles or shooting down a Ferris wheel, but you feel the emotional weight of these moments in your gut. It’s the gaming equivalent of David Lynch’s work—surreal on the surface but emotionally truthful beneath.
The game’s treatment of heavy themes like trauma, mental health, and the fleeting nature of existence deserves particular attention. By framing these difficult subjects within dream sequences, Dreams of Another creates a safe distance that allows players to engage with challenging ideas without becoming overwhelmed. The dream context acts as both metaphor and protective barrier, letting the game explore darkness while maintaining an ultimately life-affirming perspective. This delicate balance between darkness and hope feels especially relevant in our current moment, when so many of us are grappling with existential questions about meaning and purpose.
Ultimately, Dreams of Another succeeds not despite its rough edges and moments of confusion, but because of them. The game’s occasional technical issues and narrative ambiguities mirror the imperfections of actual dreams—the way memories fade at the edges, the way logic collapses when we try to examine our subconscious too closely. This isn’t a game for everyone, and it doesn’t try to be. It’s for players willing to surrender to uncertainty, to embrace the discomfort of not knowing exactly what’s happening or why. In an industry increasingly dominated by familiar formulas and predictable experiences, Dreams of Another stands as a beautiful, challenging reminder that games can still surprise us, unsettle us, and make us think differently about the very nature of play.