Outriders Mixes Gears Of War Shooting With Mass Effect-Like Powers For A Fast, Aggressive Cover Shooter

Developer People Can Fly has turned out two very different shooters: Bulletstorm, which was heavy on creative kills and run-and-gun action, and Gears of War: Judgment, which makes use of that series’ cover-based mechanics and slower movement. With its next game, Outriders, People Can Fly is marrying the two approaches, creating a cover shooter that also incentivizes getting out from behind the chest-high walls and wrecking your foes with a number of cool abilities.

We recently played the first few hours of Outriders at a preview event for the game in Los Angeles, where we got a taste of the new game. It’s not just adding elements of different shooters to the mix, though; Outriders is also heavy on RPG features. The result is a game that feels like Gears meeting Mass Effect, complete with sci-fi story and a whole new planet to explore.

Outriders takes its name from a group of military types and scientists who have been doing their best to protect people and save humanity in the last days of Earth. In the game’s prologue, you learn that things didn’t go so well on our home planet, with dwindling resources and other issues leading to war and chaos. The Outriders were seen as heroes who did their best to help the innocent, but in the end, there was just no saving the planet. At the start of the game, you create an Outrider character who has left Earth and traveled some 80 years in cryostasis to a new planet called Enoch, with plans for colonization. On this mission, the Outriders are tasked with securing colony sites ahead of the rest of the survivors. But of course, things don’t go so well.

It turns out Enoch is the home of a mysterious and deadly storm called the Anomaly, which you encounter during the prologue. It rips through the Outriders, killing most of them–but a lucky few survive, and end up with special powers, with you among them. As you cling to life after encountering the Anomaly, your friends throw you back into cryostasis, where you sleep for another 30 years. When you wake up, you discover that life on Enoch has changed for the worse. The Anomaly has ruined the colonists’ advanced technology, and now life here is as bad as it was on Earth, with factions fighting over whatever resources they can find. Adding to the troubles are the Altered, a small group of people who have been given god-like powers thanks to the Anomaly, with many of them being corrupted by their capabilities.

“The Altered are the most powerful beings on the planet, and you will meet some who are allies and some who are very much not,” explained Joshua Rubins, Outriders’ lead writer. “One thing that they have in common is this idea that power corrupts; that it is very, very difficult to become godlike and still be a beneficial god. You have this power, and what do you do with it?”

“What is important is that every Altered will have his own vision of what is going on around him in his own story,” Creative Director Bartosz Kmita added. “They’re not creating, like, a force of Altereds. Every one of them is basically above human, and everyone has his own thoughts about how to survive on this planet and what we should do to progress.”

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9

Becoming Altered

Your powers kick in after the prologue, and we played a couple of hours of Outriders with a look at these spiffy capabilities. You choose from one of three classes at this point: the Devastator, a close-range tank class that uses seismic attacks to shred enemies; the Pyromancer, a more mid-range fighter that can manipulate flame; and the Trickster, a class that can teleport and slow enemies to execute fast hit-and-run tactics. Choosing a class locks you in for the rest of the game, but one of the big pushes of Outriders is that it features drop-in, drop-out co-op, allowing you to team up with up to two other players and use your skills together.

Powers all come with cooldown timers, but People Can Fly has purposely made their durations pretty short, allowing you opportunities to get out of cover to use your abilities pretty often. We played as the Trickster class, which wielded a close-range slash attack that could explode multiple enemies, a dome-shaped field that slowed everyone in it to a crawl, and a teleport ability that put us directly behind enemies just about anywhere on the battlefield for up-close blasting. In addition to your powers–you’ll unlock eight in all as you level up your character–each class also has a particular healing mechanic that encourages you to use your capabilities creatively. With the Trickster, close-range kills trigger health regeneration or, if you’re full up, give you a shield that resists damage. That made getting in close and using powers all the more important, because there are no healing pickups, and automatic health regeneration only restores some of your life.

We are giving the tools for you to even take the same class in different directions, because the class is the beginning, but then you can define all the play style for yourself

When you’re zapping enemies with any of your cool superpowers, you’re blasting away at them, and this is where Outriders’ Gears-like feel comes into play. The cover shooter mechanics are similar to what you’d have found in Judgment, and you’ll generally duck behind walls to avoid fire before popping your head up to take shots at enemies. You can carry three weapons at a time, and we saw a few different varieties, including assault rifles, and shotguns. The shotguns in particular have an extremely Gears feel, blowing off limbs and taking apart enemies at close ranges. You’ll constantly be restocking ammo from enemies and chests as you fight, but if you’re ever running low, you also carry duel sidearms that carry infinite ammo.

The cover-shooting side of Outriders feels pretty standard for that genre, but mixing in your Altered powers helps pick up the game’s action significantly. Running around as the Trickster, teleporting behind enemies and annihilating them with a spectral blade or a burst from a shotgun, was where the ideas of Outriders really started to gel. The game uses the cover aspects of its shooter side more as tactical support for the riskier, more aggressive approach, and balancing the two means you’re constantly thinking about how to mix positioning, weapons, and powers to most effectively clear out enemies while keeping yourself alive.

Solving that puzzle in each combat encounter is a lot of fun, and with each class’s different health-restoring mechanics, you’re rewarded for thinking creatively, rather than hanging back and taking the safe route.

No Caption Provided

Looting And Shooting

When it comes to guns and armor, Outriders draws from its RPG inspirations. Some weapons have special perks–we snagged an assault rifle that could cause people to blow up upon death, for instance–and you’ll also use mods to upgrade and change your guns, as well. There’s also a loot rarity system in place, tied to Outriders’ “World Level,” which takes the place of traditional difficulty. As you level up your character, you also increase the World Level, which makes for harder battles and rarer loot drops. You can’t increase the difficulty until you earn a new level, but you can always back it down if things get too tough.

“Some people will be more interested in the story or just easy progression, and they can keep the World Level low enough to just have entertainment from fighting,” Kmita said. “But we really encourage people to go higher and higher. You have to earn that.”

You’ll also scale up your character as you progress using a skill tree. The choices you make along the way will help dictate your play style, Kmita said. We didn’t get far enough into the game to dig into the skill tree, but what People Can Fly showed of the system suggests it’s pretty extensive. You might play co-op as the same class as a friend, but your take on the Trickster could be pretty different from theirs, and Kmita said the classes support a variety of play styles.

“We are giving the tools for you to even take the same class in different directions, because the class is the beginning, but then you can define all the play style for yourself,” he said. “So [how you play] depends on your luck, it depends on what you will find in the world, and it depends on what choices you would make in the progression tree. This will define your real play style, your real gameplay. It can be totally unique for different people.”

No Caption Provided

While taking down enemies in the war for Enoch is your central purpose, Outriders also seems to possess a pretty extensive story. The conflicts raging around you are a big focus, but there’s also a strange signal out in the wilderness that seems tied to the Anomaly, and you’ll eventually work to track it down and figure out its secrets.

Talking with NPCs involves conversation menus that can expand dialogue and help you learn more about the people you meet and what’s going on, and in the prologue, we spent a fair amount of time talking with other Outriders before getting into the action. Don’t expect a branching story, though–there aren’t dialogue options for your responses, just prompts to get more out of a conversation if you want it.

There are side missions, though, which can also add to the main story and give you more opportunities to earn loot and learn about what’s going on on Enoch. Those will add to the main campaign, which People Can Fly said will last you about 25 hours.

We played Outriders on PC, and it’s also coming to PlayStation 4 and Xbox One–it’s also confirmed for the PS5 and Xbox Series X. Expect it to release in holiday 2020.

Now Playing: Outriders – Everything You Need To Know

Pokemon Go Valentine’s Day Event Starts Soon, Adds New Gen 5 Pokemon

Pokemon Go‘s Sinnoh celebration has ended, but a new event is about to begin. Developer Niantic is kicking off this year’s Valentine’s Day event starting 8 AM local time tomorrow, February 14, and it’ll bring a couple of new Pokemon to the game along with some limited-time Field Research tasks and bonuses.

The Valentine’s Day event runs until 10 PM local time on February 17. Until then, pink-colored Pokemon such as Chansey and Luvdisc will appear in the wild more often than normal. You’ll also be more likely to hatch pink Pokemon from eggs and encounter them as Raid bosses. On top of that, you’ll have a chance to find a Shiny Chansey in the wild or hatch a Shiny Happiny from eggs.

Two more Gen 5 Pokemon will also make their debut in Pokemon Go during the Valentine’s Day event: Audino and Alomomola. However, Niantic notes both Pokemon are rare, so you’ll need some luck and persistence if you hope to catch them.

In addition to the increased Pokemon spawns, a couple of bonuses will be available throughout the Valentine’s event. First, all Lure Modules will remain active for six hours rather than the usual 30 minutes. You’ll also receive twice the usual amount of Candy for catching Pokemon during the event.

Finally, a special Raid Day will take place on Saturday, February 15. From 2-5 PM local time, you’ll be able to face Lickitung in four-star Raids. This one will know the move Body Slam, and you’ll have a chance of encountering a Shiny version. Additionally, you can receive up to five free Raid Passes when you spin the Photo Disc at Gyms during the Raid Day. You can read more about the Valentine’s Day event on the official Pokemon Go website.

We’re partway through February, but Niantic still has a few other events lined up for Pokemon Go this month. A special “friendship weekend event” will take place from February 21-24. During that time, your Friendship levels with other players will increase faster, and you’ll earn twice the usual amount of Candy for trading Pokemon. Trades will also cost half the normal amount of Stardust.

February’s Community Day will also take place on February 22. The featured Pokemon this month is Rhyhorn. If you’re able to evolve it into its final form, Rhyperior, up to two hours after the event ends, the Pokemon will automatically know the Charged Rock-type attack Rock Wrecker. Capping off the month will be the annual Pokemon Day event, which will bring back Armored Mewtwo and introduce Clone Pokemon to the game.

Now Playing: Pokemon Home Cost & Features Announced – GS News Update

GameSpot may get a commission from retail offers.

Half-Life Alyx: Release Date, Discounted Pre-Order, And VR Headsets

We’re only a month away from a new Half-Life game. Half-Life: Alyx releases March 23. Set before the events of Half-Life 2, you’ll play Alyx in a VR-exclusive adventure. Thankfully, pretty much every PC VR headset is capable of playing Half-Life: Alyx, as Valve has not made it exclusive to the company’s Index headset and controllers–whether you have an Oculus Quest, Oculus Rift S, or Vive, you’re good to go. Best of all, if you pre-order Half-Life: Alyx, you’ll get a 10% discount, bringing the $60 price down to $54. However, if you do own or purchase the Valve Index VR headset–or one of its accessories–then you’ll get Half-Life: Alyx free of any extra charge.

Pre-Order Half-Life: Alyx | $54 ($60)

Half-Life: Alyx-compatible VR headsets

The great thing about Half-Life: Alyx is that very few VR headsets are incompatible. In fact, any headset that works with Steam VR also works with Half-Life: Alyx.

  • Valve Index
  • HTC Vive Pro
  • HTC Vive
  • HTC Vive Cosmos
  • Oculus Rift S
  • Oculus Quest (with Link)
  • Any Windows Mixed Reality headset

In preparation for Half-Life: Alyx’s launch, Valve recently made every game in the Half-Life series free until Alyx’s launch. If you want to familiarize yourself with the series, now’s an excellent time. According to Valve, Alyx takes place between the events of Half-Life 1 and Half-Life 2. Alyx is the first game in the series for more than a decade. The last entry was 2007’s Half-Life 2: Episode Two, which infamously left its story unresolved.

We’ve compiled a list of everything we know about Half-Life: Alyx so far. This includes the game’s length–which is “about the same” as Half-Life 2–Valve’s history with VR, a rundown of when the rumors started, and more.

Now Playing: Valve Announces Half-Life: Alyx Release Date – GS News Update

GameSpot may get a commission from retail offers.

Half-Life: Alyx Has A Release Date Of March 23

Valve has announced a release date for Half-Life: Alyx, the VR spin-off and long-awaited return of the Half-Life franchise. The game will release on March 23, 2020.

Valve announced the release date with a tweet linking to the Steam page, which is still offering the 10% off pre-order price. This is the first indication of a new release date we’ve seen since it was announced for March 2020, though Valve did recently note that it didn’t expect any delays since the game was essentially finished.

Half-Life: Alyx is a VR-only game and works with multiple headsets. As the name suggests, it stars the popular character Alyx Vance. It’s set between Half-Life and Half-Life 2, and Valve has said it’s a full-length new entry in the long-dormant franchise.

Half-Life: Alyx is one of our most anticipated games of 2020. If you want to make sure you’re ready for March 23, read up on deals for compatible headsets and the PC system specs. Or just catch up by reading up on everything we know about Half-Life: Alyx.

Half-Life: Alyx News

Now Playing: Valve Announces Half-Life: Alyx Release Date – GS News Update

GameSpot may get a commission from retail offers.

Marvel’s Avengers Pre-Orders Include Early Beta Access

While Marvel’s Avengers has been pushed back a few months, eager fans can pre-order the third-person action-adventure game right now. Doing so nets you 72-hour early access to the game when it launches in September on Google Stadia, PC, PlayStation 4, and Xbox One, as well as “guaranteed access” to the beta.

Marvel’s Avengers is slated to launch on September 4, but you can play the game as early as September 1 when you pre-order either the Deluxe or Earth’s Mightiest editions. For reserving any edition of the game, though, you’ll be let into the currently undated beta. PS4 players can play the beta first when they pre-order any edition.

In addition to gaining beta access for pre-ordering Marvel’s Avengers, you also get an assortment of goodies. This includes the Marvel Legacy pack (a set of six exclusive skins) and a nameplate. A few retailers are handing out pre-order bonuses of their own, such as Best Buy rewarding My Best Buy members with a $10 credit for pre-ordering there.

Marvel’s Avengers was originally scheduled to launch this May before getting delayed several months. Co-developer Crystal Dynamics said the extra time should help it “deliver the ultimate Avengers gaming experience.”

Since its reveal at E3 2019, Crystal Dynamics and Eidos Montreal (Shadow of the Tomb Raider) have been tinkering with Marvel’s Avengers. The game has undergone a visual redesign and clarified its structure prior to the delay. We got out hands on the game in August 2019 and called it an amalgam of Destiny and Marvel’s Spider-Man.

Now Playing: Marvel’s Avengers – 18 Minutes Of Gameplay | A-Day Prologue

GameSpot may get a commission from retail offers.

PS4, Xbox One, Switch Accessories Get Awesome Deals In Amazon Warehouse Sale

Amazon normally has some pretty awesome deals, but if you’re okay buying a refurbished product, then you can get some of the best pieces of video game tech and more for even cheaper. Amazon recently kicked off a new warehouse sale, knocking an additional 20% off select items for Prime members. The promo covers items like the Xbox One Elite Series 2 controller, the Nintendo Switch Pro controller, and much more.

The 20% discount is taken off at checkout, so please make sure to double-check that the discount has been applied before hitting the “Place Order” button. In addition to video game controllers, there are also some sweet discounts on the games themselves. It’s important to note that everything included in this sale is refurbished by Amazon. The condition will vary by product, so please note the “Condition” indicator before purchasing. And as such, prices will also vary depending on the condition of the product. The prices indicated below are all for products in “Good” or better shape.

You can see some of the best deals below, but be sure to check out the full Amazon Warehouse selection for all of the discounted items.

Best used video game deals at Amazon

It’s important to note that not all games are included in Amazon’s 20% offer, so please double-check the price before confirming your order.

Xbox One Elite Series 2 controller

$121.50 ($151.88)

No Caption Provided

The Xbox One Elite Series 2 controller is GameSpot’s top choice in our best Xbox One controllers round-up. It’s a great pad with a lot of customization, from adjustable analog stick tension and trigger stops to back paddles and interchangeable thumbsticks. And like all Xbox One controllers, it’ll work with the upcoming next-gen console, Xbox Series X.


Nintendo Switch Pro controller

$43.42 ($54.28)

No Caption Provided

The Nintendo Switch Pro controller is the gold standard of Switch controllers and received our choice for best first-party pad in our best Nintendo Switch controllers round-up. It’s got everything you need to enjoy every game on the Switch–NFC reader support, rumble, motion controls, and more.


Nintendo Switch Joy-Cons (Neon Pink/Neon Green)

$50.78 ($63.48)

No Caption Provided

Nintendo Switch Joy-Cons can be quite pricey, but this deal brings a refurbished Neon Pink/Neon Green set down to $50.78. If you’re looking for another pair of controllers for some affordable multiplayer action, then this is a solid deal to add more pads to your collection. The Neon Red/Neon Blue and Grey versions are also available, though their prices will vary.


DualShock 4

$28.60 ($35.75)

No Caption Provided

The DualShock 4 is a great controller, and if you’re looking for a good deal, then the Amazon Warehouse sale has discounts on a number of different colours, though the prices do vary between controllers.


Xbox One wireless controller

$33.10 ($41.38)

No Caption Provided

If you’re looking for something cheaper than the Xbox One Elite Series 2 controller, then the Xbox One wireless controller is a great choice. The Amazon Warehouse sale is discounting a selection of different colours, though prices vary between controllers.

New Funko-Pokemon Figure Collection Stars Eevee And Its Evolutions

Fresh off of revealing a new wave of Pokemon Funko Pops, The Pokemon Company and Funko have announced a new figure collection dubbed “An afternoon with Eevee and Friends.” The collection features Eevee and all eight of its evolutions. The adorable Eevee figure kicks things off on February 18 exclusively at the Pokemon Center.

Eevee figure -- $15
Eevee figure — $15

As you can tell, the figures in the Eevee collection don’t have the traditional Funko look, and each $15 figure comes with a scenic display. Only the Eevee figure has been fully unveiled so far, but Funko and The Pokemon Company teased silhouettes of Eevee’s evolutions in a fun back and forth on Twitter. The individual figures combine to form a large display of the entire Eevee family tree, so there’s a neat incentive to collect ’em all.

An Afternoon with Eevee and Friends figure collection
An Afternoon with Eevee and Friends figure collection

Here’s the full release schedule for the collection:

  • Eevee — February 18
  • Vaporeon — March 2020
  • Sylveon — April 2020
  • Glaceon — May 2020
  • Flareon — June 2020
  • Espeon — July 2020
  • Jolteon — August 2020
  • Leafeon — September 2020
  • Umbreon — October 2020

The Pokemon Company previously collaborated with Funko on “A Day with Pikachu,” a cute lineup of 12 Pikachu figurines that released over the past year. In addition to the Eevee collection, four new traditional Pokemon Funko Pops–Mewtwo, Pichu, Mr. Mime, and Vulpix–will arrive on May 2.

Devil May Cry 3 for Nintendo Switch Will Have An Exclusive Local Co-Op Mode

Devil May Cry 3 SE for Nintendo Switch is getting extra-special treatment from Capcom, with a number of new exclusive gameplay features being added to the port. The latest addition lets you take up arms with a co-op partner in The Bloody Palace.

The combat-arena will allow you to play as either protagonist Dante or antagonist Vergil in local co-op, as detailed by producer Matt Walker below. You’ll be able to play with any configuration of Joy-Con or Pro Controllers, with different profiles that can be assigned and saved for each player. The mode will be available after you complete the introductory chapter in Devil May Cry 3’s story.

This co-op inclusion is just one of the extras exclusive to the Switch version of Devil May Cry 3 SE. Capcom previously detailed gameplay changes that will allow you to swap both weapons and styles at any point during the game, opening up combo possibilities the entry of Devil May Cry 3 has never seen. It’s similar to the way Dante is featured Devil May Cry 5, letting you cycle through acquired weapons and their effects in certain styles mid-way through combos.

Devil May Cry 3 SE launches for Nintendo Switch on February 20. It’s one of the strongest entries in the series, with our original review for Devil May Cry 3: Dante’s Awakening on PlayStation 2 scoring 8.6/10, with critic Greg Kasavin calling it “one of the best PlayStation 2 action adventure games since the original.”

GameSpot may get a commission from retail offers.

Dreams Review

What is Dreams? Well, It’s pots of paints, a ball of clay, a games compendium, a music studio, a creative classroom, an animation programme, a social network, your first footsteps into game development. And crucially, often incredible.

Media Molecule’s follow up to the LittleBigPlanet series follows its established mantra of play, create, and share, but takes it to an all-new level. Whatever path you choose to take, getting lost down it is easily done as new bursts of joy are discovered around every corner. Like a Mary Poppinsesque bottomless bag of creativity, you never quite know what you’ll end up playing when booting up Dreams, or what inspiration will be sparked inside you to sculpt, paint, or engineer yourself. It’s a highly ambitious concept, and one that has been magically brought to life.

[ignvideo url=”https://www.ign.com/videos/2020/02/06/how-dreams-became-a-youtube-for-everything”]

When starting up Dreams for the first time, you’d be forgiven for not knowing where to start. After a short string of basic, yet important tutorials, the most alluring and arguably best place to head is Art’s Dream – the two to three-hour story mode created by Media Molecule all within Dreams itself. You follow the titular Art, a down-and-out musician who’s recently abandoned his post as a double bass player in a jazz troupe, as he goes slaloming through three distinct settings: a fairytale-like rural area, an industrial world laden with steam trains and neon-soaked cobbles, and a digital forest where steel takes the place of wood and LEDs flicker like owls eyes watching from their branches.

The trio of plotlines intertwine to tell a surprisingly melancholic and emotionally involving story and is a much more mature one than seen in previous Media Molecule games. It’s a beautifully told tale that isn’t afraid to tackle some serious subjects, which it manifests throughout via visual spectacles such as the dreaded Thornbeak, a charcoal-feathered oversized crow that was the source of Art’s childhood nightmares.

[poilib element=”quoteBox” parameters=”excerpt=It%E2%80%99s%20a%20beautifully%20told%20tale%20that%20isn%E2%80%99t%20afraid%20to%20tackle%20some%20serious%20subjects.”]

In order to battle those inner and outer demons, you’ll run the gamut of game genres along the way. There’s everything from classic point-and-click adventure to puzzle-platforming, some twin-stick shooting, and even a sprinkling of bullet hell. It all crescendos in a final half hour of explosive psychedelia that results in what I imagine giving Pink Floyd the dev tools to Sayonara Wild Hearts would feel like. It’s infused with song throughout, with absurdist musical numbers punctuating the story, such as a take on ‘90s east coast rap and a haunting jazz piece that I still find myself humming the bassline of with regularity.

[ignvideo url=”https://www.ign.com/videos/2020/02/04/explaining-arts-dream-the-story-mode-inside-dreams”]

While never providing much of a challenge, Art’s Dream does a fantastic job of blending solid combat and puzzles with a compelling plot. Most impressive, though, are its distinct and varied audio-visual stylings, which act as a great way to showcase just what is possible with Dreams’ creation tools.

Back to School

When first casting your eye over Dreams’ creation suite, it can be a worryingly overwhelming proposition. This isn’t a game where you can afford to dive in blind. But after completing the first set of basic tutorials it all started to make sense. The multitude of multicoloured glyphs that sit at the top of the screen soon meant things to me and I actually found myself enjoying the tutorials rather than them being tiresome chores as they can often be in other games. The key to this being that even while it’s teaching you the basics, Dreams is encouraging you to be creative at every turn – nudging you to not simply follow instructions when building a simple bridge or painting a garden, but teaching you to be willing to put your own spin on it.

[poilib element=”quoteBox” parameters=”excerpt=Dreams%20is%20encouraging%20you%20to%20be%20creative%20at%20every%20turn.”]

Media Molecule has done an outstanding job at teaching you the basics and in some cases so more advanced techniques, with the most complex batch of tutorials being a series of Masterclasses led by developers who take you step by step through their respective areas of expertise. These include Sculpting a Male Bust, Stylistic Scene Creation, Sculpting and Level Assembly, and Remixing Dreamiverse Dash (one of the Media Molecule designed games included). As of now there are only these four masterclasses available, which is a shame because I’ve found them to be the most engaging lessons, whether creating alongside or simply watching the artists at work.

Another of my favourite sub-menus of tutorials are the “How To..” videos. These range from beginner-level creations such as making a window to more advanced techniques like “How To… Make a Shooty Cannon”. Pleasingly, these are much more abundant than their Masterclass cousins and I’d especially recommend them if you’re planning on delving into the game-making side of Dreams. Overall, there’s no shortage of tutorials to get sucked into when you begin Dreams, with the vast majority being informative without stepping into patronising, and really good help you find your feet in what can be an intimidating place at first.

Even after absorbing a lot of tutorials, though, controlling Dreams can initially feel unintuitive. To some extent this is to be expected: Dreams is attempting to do things that a home console has never done before, so naturally it will have button inputs that are unfamiliar. I spent a while trying to work out which of the three different ways to control Dreams was best for me. The default, which involves using the DualShock 4’s motion controls to move my Imp (your smiley, colourful cursor) around the screen, ended up being my chosen weapon after spending time with each, but in truth I found it hard to find the perfect combination for me.

At first it can feel cumbersome to move an Imp with motion controls while at the same time moving around in 3D with the left stick and rotating around it with the right. I quickly got more used to the control scheme when using the DualShock 4, but never felt I could be as precise as I wanted to with the motion controls when trying to be delicate with a paint brush. I’d often find myself slashing a swath of colour across my canvas where all I wanted to do was add a small detail. Thankfully, the trusty undo button comes to your aide in times like this, but having to try a dozen times to get it right is still aggravating.

[ignvideo url=”https://www.ign.com/videos/2019/02/21/dreams-see-whats-possible-in-30-minutes”]

One way to improve this is to use the PlayStation Move controllers if you have a pair lying around. These allow you to be much more deliberate in your actions, but in turn come with their own unwieldy control scheme that never quite clicked with me. The third and final option is a new addition since early access and means using the DualShock but with motion controls removed, where your Imp is moved using the left stick. It allows for small details to be made easier, and straight lines to be created with much more ease, but altogether it feels like the flowing, magic wand-like feel of Dreams is lost.

Once I found what felt right for me, I had a go at building something from scratch, which resulted in a series of unsuccessful projects at first. In the days after, however, I felt myself learning and picking up techniques, crucially feeling like I was making progress and never feeling lost. I was by no means creating masterpieces but I was having a great time doing it, and that’s the crucial part. The act of sculpting and painting was fun and, even if the final product wasn’t as impressive as I’d envisioned, it was still an entirely enjoyable process. After all, the best part of a LEGO set is building it – otherwise you’d just buy a toy ready-built.

[poilib element=”quoteBox” parameters=”excerpt=After%20all%2C%20the%20best%20part%20of%20a%20LEGO%20set%20is%20building%20it%20%E2%80%93%20otherwise%20you%E2%80%99d%20just%20buy%20a%20toy%20ready-built.”]

Sculpting is done by first choosing a shape and its material and smearing it onto the screen in a satisfying motion. You can then add and subtract shapes from it or mould it more freely if you wish to get the exact shape you’re looking for. Once achieving a form you’re happy with you can add coats, styles, and effects if you wish. There’s a variety on offer and you’ll soon learn which does what, and the corresponding look and feel it will give your dream. A shiny wax surface accompanied with the flow effect and the addition of the comb tool can create a river with a current, for example.

Even small simple objects like flowers and bowling balls that I was forming delivered their own levels of satisfaction. Whether that be when receiving a thumbs up from someone who had stumbled across my creation in Dreams’ built-in browser, or that unique thrill of someone using it in one of their own dreams.

This is the crux of what makes Dreams so special to me. The sense of sharing and community is unlike pretty much anything I’ve seen in a game before. The ability to take any asset uploaded to the server and remix it for your needs is a thing of beauty. Whether it be a piece of landscape, a character, or a sound effect amongst myriad other categories. If the idea of creating a whole fully workable game sounds daunting or you simply have no interest in doing so, there’s so much more you can try your hand at. You can become a tree specialist, a voiceover artist, or a music maker in the fully kitted out audio studio and contribute to other people’s whole fully workable games.

[ignvideo url=”https://www.ign.com/videos/2019/12/10/dreams-release-date-trailer”]

For me, it was the painting side of creation I found myself drawn to most in my time with Dreams. There’s something satisfying about the way flecks of paints are applied to the screen, which varies depending on the angle of your controller and amount of pressure you place on the trigger. It feels like you’re actually brushing the strokes and feels wonderfully fluid as you sweep each layer of colour onto the other. I won’t be in a position to forge any Rembrandts any time soon, but once again I had a great time using the tools and was not necessarily concerned by my less-than-stellar results.

That’s not to say that stunning works of art can’t be made in Dreams. The tools are there and there’s no shortage of proof that they work. The quality and variety on show when browsing through the “Dreamiverse” (the server where all Dreams creations are stored) is immediately apparent. It inspired me to persevere and get better where it would feel easy to give up. A bad workman blames their tools, after all.

Share Play

Many will see the prospect of being able to make their own games as the most enticing aspect of Dreams. Never before has this been attempted on consoles, at least not to this level of scale and complexity and open-endedness. No longer are the LittleBigPlanet-shaped chains of side-scrolling platforming tied around your ambitions when it comes to Media Molecule’s in-game game-making. Just from a quick browse of the Dreamiverse hub screen you can see the range of game genres and artistic styles people have already achieved. From the remarkably polished Wipeout homage “SlidEout 3019” to the sloth-led, Captain Toad inspired mascot platformer “Pip Gemwalker”, the level of depth displayed is astounding. Even though you shouldn’t expect to reach these heights straightaway, it’s empowering to know that it can be done.

[poilib element=”quoteBox” parameters=”excerpt=No%20longer%20are%20the%20LittleBigPlanet-shaped%20chains%20of%20side-scrolling%20platforming%20tied%20around%20your%20ambitions.”]

Once again, the tutorials are key when first stepping into Dreams game design – especially if, like me, you’re taking your first baby steps into making a game of any kind. If you played a LittleBigPlanet game you’ll be on familiar ground to start with, however, as the basics you’re taught relate to basic platformers, whether that be programming a character with a jump function or connecting a button to a bridge that lowers upon pressing.

This is where ‘logic’ comes into play and things start to get exponentially more complicated. Mercifully, the lessons are taught at a kind pace and I never found myself lost in the tangle of wires and cables connecting objects together at first. The more ambitious I got, however, the less I started to build from scratch and started to take advantage of maybe Dreams’ biggest asset: that ability to use others’ assets to create your own.

[ignvideo url=”https://www.ign.com/videos/2019/08/29/kaiju-simulator-in-ps4-dreams”]

The shareability of all items uploaded and made public means that you don’t have to – nor are you expected to – create a whole game independently from scratch. Alongside a couple of Media Molecule provided templates, such as a basic first-person shooter, you can also remix creations by the community. My first ‘game’ was a combination of the aforementioned FPS template, another user’s small platforming section, and a gigantic wedge of waxy cheese that I sculpted, which rotates when stepping on a button. You can then shoot at the cheese, because why wouldn’t you?

It was in this moment that I fell in love with Dreams’ creation suite. I realised that I could make as weird an experience as possible and no one was there to say “no”. While I don’t possess a great amount of interest in programming logic or carefully sculpting detailed characters (nor do I have the time), it’s the ability to create using others people’s creations that I’ve enjoyed the most. Placing Batman on Tatooine with R2-D2 under the shadow of a Christmas tree being projected by the planet’s twin suns, for example. Dreams is a kit basher’s paradise and a place for worlds to collide in increasingly odd ways.

Of course, you don’t even have to create anything at all if you don’t want to, but instead chose to watch, play, and experience all manner of dreams created by others.

Making Waves

Surfing through the Dreamiverse of community created content can become an absolute time-suck in the best way possible. Akin to spelunking down wikiholes or losing yourself in YouTube algorithms, you pick a starting point – whether that be something grand like high science-fiction or a more mundane notion like an apple – and before you know it you’ve enjoyed a dozen unique games or pieces of art before finding yourself stood inside Vincent Van Gogh’s Starry Night. You may only spend 30 seconds in some creations, but as someone’s imagination gets its hooks in you you might spend 30 minutes exploring another.

[widget path=”global/article/imagegallery” parameters=”albumSlug=14-community-creations-made-in-dreams&captions=true”]

Just as you can create whatever you like in Dreams, you can view pretty much whatever you want as well. There are all sorts of games enveloping every genre imaginable, from cute character platformers to first-person military shooters, to even hour-plus-long action RPGs. There’s also, of course, a large helping of imitations and re-imaginings of established franchises such as the Batman Arkham series or the Sonic franchise – seriously, there’s so many Sonic games. If you feel like being a bit more cultured, though, you can browse though the art section and effectively spend a day at a gallery without leaving your sofa as vast watercolours and ridiculously detailed sculptures fill your screen.

Then there’s some dreams that combine the two and offer completely singular experiences that you just wouldn’t be able to find anywhere else. The most pertinent example of this perhaps being “Haus of Bevis”, a walking sim of sorts that begins as a tour of a sculpture gallery before taking a sinister turn. I won’t spoil it, as it’s really something that you should experience for yourself.

[poilib element=”quoteBox” parameters=”excerpt=You%20never%20know%20quite%20what%20you%E2%80%99re%20going%20to%20get%2C%20and%20that%E2%80%99s%20the%20unique%20joy%20of%20Dream%20Surfing.”]

You never know quite what you’re going to get, and that’s the unique joy of Dream Surfing. I’ve played BABATUNDE The Father Has Returned, an arena fighter, multiple times due to its fluid-feeling movement and dynamic power-kick animation, but also spent the best part of 15 minutes staring at a fully realised cooked breakfast as my eyes glaze over at the sight of a puddle of baked beans. There’s also the “Autosurf” button, the variation on Google’s “I’m Feeling Lucky” which selects you a random taster of the Dreamiverse. It’s like a friend offering chocolate to you from a box without knowing what flavour each is; it’s a lucky dip. You may get one of your favourites, and savour it, or get one that you’re not overly keen on, but at the end of the day it’s free chocolate and how bad can that be?

If you want to take less of a chance, however, then there’s a helpful tagging system for all creations that lets you be more specific with what you’re looking for. Looking for a shooter? Then search “shooter”. Want it to be third-person? Then add that. Looking for something with aliens in? Simply add “alien” as a keyword, and so on and so on until you find something that catches your eye. Adding more tags will help you narrow down your search until you’ve found the exact thing you’re looking for. It’s a smart system that, along with the numbers of thumbs up a dream has received, gives you a clearer indication of what might be worth spending your valuable time on.

[ignvideo url=”https://www.ign.com/videos/2019/05/16/we-played-the-most-nsfw-games-we-could-find-in-ps4s-dreams”]

There’s a level of weirdness on offer that you wouldn’t normally find on the PlayStation, even in the less-trodden recesses of the PSN store. For example, I’ve controlled a three-inch-tall man holding a ham-joint walking around the inside of a cardboard box while hurling insults and trying to pick a fight with a pair of giant hairy feet that tower over me. It’s these bizarre dioramas mixed with jankier creations that add a sense of charm to Dreams and often ended up being some of my favourites. It reminded me of browsing through Vine and stumbling across a particularly odd six seconds that I couldn’t wait to share with others.

On the other end of the scale, the overall quality level of some players’ creations after only a year in early access is astonishing and I often found myself exclaiming, “How have they done this?!” as I found new things that amazed me. It’s a testament to the tools that Media Molecule has provided that all of this is possible, but also to the community of Dreams and their boundless imaginations. The sense of community really is there in the rawest sense of the word as well, that’s clear to see when taking a peek into the genealogy of some of the larger playable projects, such as The Pig Detective series. There are almost ‘micro game studios’ operating within the Dreamiverse already with numerous people contributing small pieces to create a more impressive whole. These range from people scoring the music to games for others, to more granular aspects like fine-tuning the walking animation of a character.

[poilib element=”quoteBox” parameters=”excerpt=A%20genuine%20sense%20of%20community%20that%20I%20can%E2%80%99t%20say%20I%E2%80%99ve%20experienced%20before%20in%20a%20game.”]

It’s that ability to combine and design with others that gives Dreams a genuine sense of community that I can’t say I’ve experienced before in a game. LittleBigPlanet took baby steps towards a create, share and play ecosystem, but Dreams builds on it in almost every tangible way and feels like a burgeoning social network as much as it does a place to play games.

It promises so much more as well. People are already performing live music concerts from their bedrooms using Dreams, and it’s begun seeping its way into education with virtual career fairs being made and sign-language learning tools available. It’s exciting to think that there is already so much to see, do, and create in Dreams, and it hasn’t even really got going yet. Media Molecule has planted the seeds by creating the tools necessary for players to express themselves. It’s now up to the community to grow these ideas and help Dreams flourish by creating, sharing, playing and having a ton of fun whilst doing so.