Her dreams and descriptions of them were vivid. LSD: Dream Emulator was born from the dream journal of Hiroko Nishikawa, which she kept updated for a whole decade. He works against the years-long efforts of players documenting the seemingly random happenings inside the game, drawing lines between recurring characters, the degradation of each environment, and the meta game that implies a connection to the human psyche. The Gray Man is an oneiric motif, acting as if a vengeful ghost haunting the software. He interrupts dreams with a sudden flash of blinding light and the words “You Forgot,” at which point players are prevented from revisiting that specific dreamscape.
The number of days is also tracked, increasing with each dream spent, with higher numbers causing walls and floors to transmute into garish repeated textures, especially of staring faces, but also into swirling shades of disjointed shape and color.īefore long, abyss demons pay a visit, limp bodies of women hang from lamp posts in a dark empty city, and an entity known as the Gray Man is spotted dragging the dread of everything with him. This varies between four states depending on the feel of your past dreams: upper, downer, static, and dynamic. No matter what happens, dreams end after 10 minutes, or if you fall into a gorge, at which point you’re sent to a graph of your psyche.
Japanese temples re-occur many times, sometimes populated by TVs and ecstatic teddy bears, or looked upon by despondent unmoving sprites. Railway tracks create borders in voidscapes upon which blocky trains with tortured faces puff nonchalantly. Claustrophobic multi-storey mansions hide wallowing fat men that engulf the breadth of entire passages. There are renditions of Kyoto at night where the city’s buildings silently glow with electric from behind high fences. Each step you take is highly telegraphed with a bouncy view and the distinct sound of the material under foot: the crunch of snow, the tap of a wooden bridge, the echoing thud of a steel canopy.Īll of the environments are connected non-sequentially and can be aimlessly wandered across, or instantaneously travelled through by walking into animals, body parts, and random unmarked walls. The console’s poor render distance means that a gloomy mist hangs at the edges, always hiding what lays ahead. It consists of many idiosyncratic dream environments rendered in low-poly shapes and frazzled textures. LSD: Dream Emulator is a latent work that unwraps as you play it across several short sessions, steadily, strangely. The resulting obscurity is what has enabled it to acquire avid, cultish fans.Ĭausing walls and floors to transmute into garish repeated textures Appropriately, its outlandishness and limited release caused it to slip under the mainstream banner of videogame releases that year, much like the suppressed desires of the id streaming below the authoritative highway of the super-ego. It’s called LSD: Dream Emulator, and it was released in Japan on the PlayStation back in 1998. But the presumption is wrong, that much is known, as in the opening sequence the “LSD” in the title is swapped out for phrases such as “in Limbo, the Silent Dream,” and “in Lunacy, the Savage Dream.”ĭespite the rise of the first-person exploration game in the past few years through efforts such as the poetic Dear Esther, the musical Proteus, and the forlorn Eidolon, the genre-if you would go so far as to call it such-has yet to outdo the bizarro bricolage of its 16-year-old predecessor.
That much would seem obvious given the game’s illogical tapestry of the eccentric, disturbing, and nonsensical. Newcomers to the cult almost always assume that the title refers to the infamous psychedelic drug scientifically known as lysergic acid diethylamide.