Dreams of Another is a creation by Baiyon, the director behind PixelJunk Eden, a game I thoroughly enjoyed. Combining this with a unique and artistic aesthetic, I couldn’t help but feel excited about Dreams of Another. I have been experiencing these dreams, but the question remains: was it a dream or a nightmare?
Release Date: October 10th 2025
Developer: Q-Games Ltd
Publisher: Q-Games Ltd
Price: £28.99 / US $34.99
Reviewed On: PlayStation VR2
* Access Provided For Review *
As per the trailer and tagline, the game revolves around the concept of ‘No Creation Without Destruction’. In this adventure, you will take on the role of a man in pyjamas, diving into his dreams and exploring four different stories, alongside the wandering soldier. While these dreams appear to convey deeper messages and the team seems to be sharing narratives rich with profound meanings, the fragmented manner in which these stories are presented makes them quite difficult to follow or engage with.
Falling in line with the games tag line the gameplay loop will see you entering the dreams of the man in the pyjamas which worlds made up of bubbles. You then have weapons to shoot these bubbles which will form the environments and none-playable-characters you can interact with, to try and get an understanding of each dreams story and meaning, via the disjointed way it is told. This is something that its truly unique in that way it is handled, but after a short while it becomes quite monotonous.
Navigating through the game doesn’t necessitate shooting everything in sight; you can simply follow the path by spraying ahead of you until you discover what you need to move forward. Certain elements of the environment will remain permanently altered after your destructive actions, providing you with a sense of the area’s layout – these can include items like trees, benches, and lamp posts. To achieve this destruction, the game doesn’t overwhelm you with a vast array of weapons; you begin with what appears to be an MP5 that has unlimited ammo. However, as you advance, you’ll acquire a grenade and a rocket launcher, which have limited ammunition but will help you clear the bubbles much more efficiently.
Apart from your destructive tendencies, you encounter some ‘enemies’ – which are spirits that inhabit environmental objects. They all adhere to a similar pattern: shoot them several times, and they will return to their rightful place. For instance, you might find and shoot rogue piano keys or a Ferris wheel spirit to reposition carriages correctly. However, like the standard gameplay loop, these encounters can become repetative after a while, as they essentially repeat the same actions with different objects. Another aspect of the game is its upgrade system, which encourages you to explore every corner of the dream worlds. This system revolves around discovering items that you can exchange withthe wandering soldier for upgrades, such as extending your sprint duration or increasing your supply of grenades or rockets, along with replenishing their ammunition. However, this system lacks depth, as you simply hand over a random item you’ve collected, and in return, you receive an upgrade.
The game can be played in both virtual reality and flatscreen formats, with virtual reality providing a unique first-person perspective and the third-person view available in the flatscreen mode. For this review, I primarily played in first-person mode, as that’s what I expect from a game centred around shooting. However, the developers have incorporated eye-tracking technology in the VR third-person mode to aim your weapon, which is a nice touch. Still, the overall virtual reality experience feels somewhat tacked on, as if it was an afterthought rather than a core feature – a sentiment that was reinforced after playing the flatscreen version, which felt like a better experience.
As I mentioned earlier, I have a soft spot for games that innovate with their visuals, particularly when they have an artistic flair. When I first entered the game, the dreamlike landscapes created from these floating bubbles were captivating, and I appreciated the direction the team chose. However, after about an hour of gameplay, that initial sense of wonder faded, and while it aligns with the gameplay concept, it follows suit and begins to feel rather bland.
Another letdown regarding the visuals is that you are completely taken out of the world during the cutscenes, which swiftly disrupts the immersive experience of virtual reality. This occurs because the cutscenes are displayed in a small square window framed by black borders, making it feel as though you are eavesdropping on the conversations – a situation that arises frequently, reinforcing the impression that virtual reality was not part of the original design and was hastily integrated later.
As the gameplay loop and visuals begin to feel somewhat monotonous over time, one might wish for the audio to provide a redeeming quality; sadly, that is not the situation here. I can appreciate the direction Q-Games has chosen, considering the game’s theme of exploring someone’s dreams, but ultimately, it falls short.
The abstract music aligns well with the concept of dreamscapes; however, it can be irritating at times, and at other moments, it induces a drowsy sensation in reality. Additionally, the voice acting is quite poor, likely some of the worst I’ve encountered in a long while. For most of the duration, it seems to be delivered at a snail’s pace. I’m uncertain if this is intended to create a dreamy and ethereal atmosphere, but it ultimately becomes frustrating—so much so that I often opted to either read the text or skip it, which I dislike doing in VR. This feeling complicates the narratives, making them even more challenging to follow and contributing to a sense of disconnection that is already present.
| Posture | Supported |
|---|---|
| Standing mode | Yes |
| Seated Mode | Yes |
| Artificial Crouch | No |
| Real Crouch | No |
| Movement | Supported |
| Smooth Locomotion | Yes |
| - Adjustable Speed | No |
| Teleport | No |
| Blinders/Vignette | No |
| - Adjustable Strength | N/A |
| Head-based | Yes |
| Controller-based | No |
| Dominant Hand Switcher | No |
| Turning | Supported |
| Smooth Turning | Yes |
| - Adjustable Speed | No |
| Snap Turning | Yes |
| - Adjustable increments | Yes |
| Input | Supported |
| Tracked Controllers | Yes |
| Hand Tracking | No |
| Gamepad | No |
Dreams of Another is undoubtedly a game that embodies the distinctive style of Q-Games, featuring a visual aesthetic that should have transitioned seamlessly into virtual reality. However, it disappointingly falls short in several aspects. The concept of ‘No Creation Without Destruction’ is effectively communicated through the gameplay loop, yet the act of shooting the environment to uncover necessary items for progression quickly becomes tedious. Similarly, battling the rogue spirits that possess objects also suffers from a repetitive nature. Regrettably, the audio does not redeem the game either; while the visuals and sound aim to create a dreamlike atmosphere, the graphics lose their initial charm after the first few areas. The abstract audio can become grating, at times inducing drowsiness, and the voice acting is notably poor and sluggish, leading to me preferring to read the text or skipping the dialogue altogether. This issue is compounded by the fact that players navigate through four distinct dreams at once, resulting in narratives that feel fragmented, difficult to follow, and ultimately something I struggled to care about. Lastly, the virtual reality support appears to be an afterthought, to the extent that I found the flatscreen version more captivating. Sadly, despite my initial hopes for the game, I cannot recommend Dreams of Another.