Reviews from

in the past


This game's really good. You don't need me to tell you that. Anyway I wanna talk about something more tangentially related now.

So there's been this weird movement in the zoomer parts of our culture that goes by a lot of names. Weirdcore. Dreamcore. Nostalgiacore. Internetcore. Traumacore? Bunch of dumb names for what's essentially the same thing. It's a certain visual and auditory aesthetic thats supposed to evoke a general feeling of wistful nostalgia. I first became aware of this because of the weird resurgences of a bunch of indie acts that were relevant 10 years ago suddenly making a weird resurgence. I can safely say I would not have predicted zoomers getting really into shit like Roar, Crystal Castles, Nero's Day at Disneyland, Blank Banshee, Life Without Buildings, fucking Goreshit. All these random bands who peaked in relevance a decade ago all of a sudden are showing up on all your art hoe former-tumblr playlists along with Jack Stauber and Lemon Demon (and also spefically Falling Down from the Undertale OST, that song really captivates these people)

I mention this because somehow the Yume Nikki ost has been caught up in this entire "movement". Those feeling depressed for the first time zoomers sure do enjoy commenting weird stuff about how this song makes them want to "lay down in an open field in the rain" on the comments of the Snow World music in between whatever the fuck else they do all day. Go on TikTok, I guess? At first I was gonna call it mildly annoying, but the more I see this stuff the more I'm weirdly captivated by it. It's like watching a bunch of sea monkeys. Like a more earnest version of the amazing cultural touchstone that was Simpsonwave (Not the first time the zoomers cared about blank banshee, ho ho).

Anyway, I don't really know what I'm getting at here. Something something youth something something back in my day something gatekeep. I can't really say any of this really reflects back on yume nikki, since I'm almost certain the weirdcore zoomers aren't actually playing it, but I guess it's cool this game still lives on in our current cultural zeitgeist, even if it has to be through Youtube playlists made by people who misuse the word "liminal" all the time.

Meaning is an inherently limiting concept. There's only so much you can do when you're limited to just blunt concepts - ones that you need words to explain, linear ideas proselytized to people. Art with meaning is fantastic, but art without meaning can be beautiful. Yume Nikki is a profound example of that.

There's not much to say about Yume Nikki that hasn't already been said, which pains me a bit. Yume Nikki is an ethereal set of listless atmospheres, ones you traverse with no particular aims in mind. You explore the dreams of a young girl and experience the sights and sounds. To concern yourself with their meaning is to miss the point. Yume Nikki is a game that is simply about the act of seeing these things, of existing in this world.

Sure, there are cases to be made for things in the text being important focuses. I mean, a version of Madotsuki is literally shown hiding in a closet at one point, which is ripe for queer reading. There's also the game's fixation on car accidents, with an entire character becoming mangled when you show her a stop light. I think that the very act of applying meaning, though, misses the point of what makes this so special.

This is not a game that is to be understood, it is a game that rejects the premise of understanding entirely. It is a game of exploring these landscapes, and taking them in and acknowledging them, but not ruminating on them for very long. To do so removes them of the mystique that they gave us in the first place.

The dream diary eludes understanding.

On a random cold and stormy night, I on a whim decided to play Yume Nikki.

What ensued was one of the most unique and engrossing experiences I've had with a videogame in a long, long time.

There's no real apparent goal or meaning of Yume Nikki. It just tells you the basic mechanics of the game and lets you roam free. All you can really do is just... explore. There's no clear story, and as mentioned before the game is utterly aimless. It sounds boring, and at times it really can be.

But in a way, that's really special. To be able to just explore this nebulous dreamscape and feel it is what well, makes it "really special".

Yume Nikki is a game not meant to be understood by conventional means. Rather, its one that needs to be felt and experienced.

I ended that play session at 4 AM, and I definitely didn't see everything this game had offer. I knew I'd come back to Yume Nikki the next day, but until then I'd be whisked off into a sweet reverie of my own.

Edit: It's been a few months, this is one of my favorite games ever I think. I'll probably think about it for a really long time.

Words are limiting. This is not

Looking at the very specific type of people who enjoy both I feel safe to say this is the Serial Experiments Lain of video games


Yooooo Madotsuki be like me fr, only sleeps and plays videogames.

In my Mario & Luigi: Dream Team review I lamented the fact the game didn't really do anything crazy in its dream sections aside from Luigi's gimmicks in puzzles and combat, but I feel like I didn't elaborated that much on that point; the concept of translating dreams into media has indescribable potential, but I do recognize the difficulty of doing such a task. Dreams are something more than ''movies in our heads'', a movie has structure and a meaning, a dream, for the most part, does not. Defining a dream is almost impossible 'cause there's no such thing as a dream, they are disconnected passages that our brain forms through the ideas and experiences that we have while we are awake: they are meaningless, yet they can say so much. I know that even this as a definition is barebones at best and I do apologize for the lecture, but I need to say this in order for you to understand how difficult adapting such a thing can be, and how Yume Nikki, a game made by only one person in RPG Maker, succeeds where so many others would fail and gives us what is possibly the closest thing to a playable dream we will ever get.

The landscapes of the dreams of Madotsuki go from the perturbation of reality to the absolute wildness of the impossible: haunted forest with passages that don't make sense, areas that circle around each other and have no end, enigmatic creatures with impossible forms on a path of white footsteps, lifeless concrete structures that surround a bed, ... The different sections almost never have a clear end, not even a beginning, as you could end up in one zone without knowing why, or traversing the maze that connects all the different dreams and ending up in a completely new place. After a while, what shouldn't make sense starts making sense, and what shouldn't scare you starts to give you goosebumps and chill you to the bones. It's a game that the rewards usually it's not a new ability or progression, but rather the sensation of discovering something that no one else could and the fact that experience sticks with you. It's almost baffling how well everything connects to form this surreal experience: the constantly changing visuals, the design of the zones and the music flow in a manner that makes you go from a apocalypse feeling wasteland to an upbeat space party without feeling jarring... but sadly, with such immaculate work on the dream-like aspects of the game, it was inevitable that as it progressed, some cracks would start to show up, two, to be exact.

The game has no gameplay aside of walking and interacting, which it's more than enough for the purpose of the game, as the lack of action, even if it can make the game's zones and creatures feel a bit static, it's perfect for the purpose of sinking you in this strange world. Rather, my problem comes in a more technical aspect; much of the game is designed on a perspective more akin to Earthbound, which makes the areas feel expansive, but the character only moves in the four directions of the axis, which makes going up or down in these zones, which are a lot, a total headache and can pull you out of the experience while you are trying to make your way out fighting the controls. However, my biggest problem with the game is something that pains to qualify as a negative, as it's a byproduct of how Yume Nikki manages to pull out everything else: to achieve the ending of the game, you must recollect the 24 different ''effect'' scattered across the dreams, and when a game asks you to find 24 specific things in a map that feels gigantic, with bast spaces with nothing that have the thing or passage you need in a very specific point, and the possibility of you skipping something in a zone and having to go back for it, is destined to hinder the experience in one way or another. I honestly don't know how else a natural progression could have been implemented without making the dreams feel too linear and a one note and done, but this wasn't also the correct way in doing it, as returning to a zone that when you first discovered feel magical, that special moment can lose its magic... And yet, despite these flaws, the game manages to pull you back in.

After collecting my last effect and saying out loud a tired ''Finally!'', I saw a passage I didn't see before, and so I took it. It led me to a black and white world, populated by creatures that seemed to be born from the earth itself, plunging outwards in agony, yet they remained still. They watched me, creatures bigger than life itself stared at me while the sounds of a seemingly broken world covered my ears, and after one of those creatures, it's jaw contorting and massive, blocked my pass, I need to wake up. And so, I did. And so, this game managed to enamored me again, even though I thought I'd seen everything I needed to see and, and the game proved me wrong.

Once I reach the finale, I couldn't help but to just try to grasp what exactly had I just played: it was a flawed game as a whole, it lost part of this magic as it went along, and it certainly can be tiresome to reach the finish. It's not one of my favorites, and yet, it still captivated me like so other few games have, it reaches what it strived to be tenfold, and some of its individual moments, those spaces within a bigger dream, I'll be thinking about them for a long time.

It's not for everyone, god no, even I struggled to keep going sometimes, but the experience is more than worthy: it's not one of those games that tries to say a lot and ends up falling short; it's meaningless, yet it says so much.

Just like a dream.


There really isn't a game quite like Yume Nikki. It goes above and beyond of what even defines a video game. There is no goal here. You explore this dream world of Madotsuki and... that is it. Which may sound boring at first but it really isn't. It's just something you NEED to experience firsthand to just get. It is an experience that won't be understood through conventional means. Which is what makes this piece of art special. Being able to simply explore with no real apparent purpose or reason is... refreshing.

Just give this game a try I think it's something that you should experience yourself.

i'm sorry, take away my epic gamer license, i just don't get the appeal of this game

Yume Nikki is one of the most important games ever despite its seemingly small scope, paving the way for several RPG Maker games inspired by it in one way or another, as well as one of the most iconic surrealist games of all time, and for very good reasons.

In several ways, Yume Nikki isn’t really meant to be understood in any conventional way, nor is it meant to be played with the mindset of expecting a conventional game.

Yume Nikki as a game strips down the gameplay down to the very basic cycle of walking around like an idiot, soaking up in its atmosphere and occasionally finding something new, though the main difference is that where as in other games, such as Super Metroid, the reward for exploring the map to its fullest are upgrades that make you more powerful, finding new areas is the reward here, with some of the “power ups” merely changing the look of Madotsuki and nothing else (while others aid in traversing the map), but in the end they are still pretty cool.

But what truly matters in the game is what’s present (and what’s NOT present) in each location you find. Mind-bending landscapes where the borderline nonsensical reigns over anything else, seemingly endless black voids where surreal entities and abstract images coexist, and even the (arguably) more grounded places manage to feel just as strange as everything else due to their haunting atmosphere, helped by a stellar soundtrack which really sells the vibe of every place, all of that make the game arguably more harrowing more so by virtue of exploring a world so uniquely alien and terrifying as Madotsuki’s perturbed mind than that of an actual threat hiding around the corner. But eventually you start getting accustomed to the world’s idiosyncrasies, and consequently starts to get a better hang of the environments both based on their map layouts and their sights and sounds (for better or for worse), and the game itself is absolutely ripe with imagery and symbolism, and thus, much like the best surrealist and abstract art, it’s up to you to find meaning in everything you find throughout the game, and that’s the magic of Yume Nikki, isn’t it? Finding sense in everything found throughout the seemingly endless dimensions of abstract images, and piecing together all of it to find a meaning to Yume Nikki, or maybe not doing that at all and just soaking up all of it as it is and leaving it at that, that works too.

Now you may be wondering why did I rate this game only a mere three stars out of five despite everything I said so far?

SHORT ANSWER: IT’S BORING! Or rather, it BECOMES boring.

Long answer: When you first start, everything seems and feels extremely bizarre, and thus, it ends up being incredibly compelling and rewarding to explore each location and sometimes find new things, helped a bunch by other secret places and events that are entirely optional, making your first time reaching those moments really friggin special.

HOWEVER, it does get tiring when you have to do that to accomplish a goal as dull as “Collect 24 Effects”, especially with the slow as a snail speed of Madotsuki, and no, the Bicycle doesn’t make this much better. What starts as engrossing and bewildering starts to become annoying and exhaustive to go through, and I’ll admit I used a guide to find out how to get the rest of the Effects after I got 14 of them or so, since some of them are fairly tricky to find as well, which I would appreciate more if not for the aforementioned slow speed. Pro tip: Get the Bicycle ASAP, and then start using the Bicycle Glitch to get through most areas as quickly as possible.

I get that most people will look past this and still adore it for everything else, and I can perfectly see why, but when the whole gameplay loop involves something as mundane as walking and nothing else, that one flaw starts to get on me. And to me, the game manages to be boring both intentionally and unintentionally, and the latter part is the issue.

In summary, I do really admire what this game does (and did to indie gaming as a whole alongside Cave Story), it is an absolute piece of art that broke the boundaries of what video games could be at the time, to the point where several games were inspired by it, including fan games like the famous Yume 2kki or .flow… However, I could also say something similar about other games I far prefer to play over Yume Nikki.

TL;DR - I admire the hell of what Kikiyama did, but I don’t like actually playing it, and I’d rather just watch about it than playing it, but I don’t know, maybe YOU will find those “flaws” as something that adds to the experience of playing Yume Nikki, and I'm fine with that.

Edit: Who the fuck changed the cover art in IGDB? Come on bro the other cover art was so awesome, but now it's replaced with this dull as a plank stuff!

This is not a review so much as a brief commentary or analysis of a certain aspect of Yume Nikki I find interesting. I have no intention of providing the (n+1)th narrative interpretation of the game's imagery etc.

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A large subset of "art games" (a term I dislike, but I won't go into that here) turn on the central act of moving through space. While derisive commentary on such games generally draws attention to the lack of interactivity between the player and environment, I find it more interesting and helpful to think about the ways in which these games allow movement to be expressive, or how they fail to do so.

In a certain sense many, if not most, games already have movement at their core, and arguably handle it more profoundly than many art games by complicating and problematizing the nature of movement itself. One trick is to split movement into distinct actions (jumping, walking, dashing, etc.) which are required in different combinations at different times; another is to confront the player with AI agents ("enemies") that impede the player's movements unless they are avoided or overcome. If this is obvious, the point is that these complexities make the act of movement itself expressive in ways that are easy to forget when everything is viewed abstractly in terms of genre conventions.

The question is, when such things (whether we insist on calling them "gameplay" or not) are subtracted, what is left to be expressive? Many authors will rely on the strength of their writing or art, and this approach can be fruitful, but it sidesteps the question I'm interested in. Yume Nikki answers this challenge with the very structure of space itself.

Partly it does so by drawing on the conventions of a kind of game that predates digital games, i.e. the maze. Even putting aside its scale and interconnectedness (and the occasional gate puzzle), Yume Nikki is a particularly forbidding maze in that it has no end, at least in the usual sense. The "effects" scattered throughout its interior (some of which aid traversal while others are purely cosmetic) unlock an ending, true, but many of Yume Nikki's depths contain no effects at all. The game's world is many times larger than it needs to be to accommodate the effect-finding game. Certainly, each "unnecessary" area serves its own narrative or affective purpose, but in terms of my argument they all serve just one: they are places to be lost in.

The other, complimentary aspect of Yume Nikki's approach is its austerity. Yume Nikki has no concern for making a first impression of variety or density; looking at the areas immediately accessible from the Nexus, the impression is rather one of emptiness. Partly it's the repeating tiles, a technical convention of RPGMaker and the games it draws from, but also the scarcity of features, interactive or otherwise, that would distract the eyes or hands in the way we normally expect.

The upshot is that Yume Nikki requires two things of its players: firstly, not to become bored (something of a dare in all honesty), and secondly to be quite deliberate and systematic in their approach to exploration. All this results in a level of serious engagement the typical "walking sim" does not require, and in the long run that other aspect—Yume Nikki's art and aesthetics—only gains from this.

Notes:

1. One could reasonably argue that much of what I have said about Yume Nikki's structure derives from its unfinished state. While I doubt an updated version would drastically alter this structure by filling in currently "empty" areas, I'll concede that I have nothing to base this on besides intuition, and that other additions or alternations could change the core in unforeseen ways. (That is, of course, assuming the project has not been abandoned.)

2. I will also concede that certain secrets are definitely /too/ well-hidden.

so so so glad I waited so long to play this one. any earlier and I was def not emotionally mature/stable enough to play something this meditative and slow and dark as this.

u can def tell this was made by a musician, stuff like how tiles make up the score for that worlds music is rlly rlly neat and I love it. found myself clanging the bell on the bicycle in tune w the music a lot. also very shocking how many of the songs I knew just through cultural osmosis, it makes smth as dark as this feel more comforting than it actually is and less otherworldly than it tries to be but in like a positive way. there’s an interview w one of the kinsella brothers where he mentions not even rlly being into emo/90s math rock/other stuff like capn jazz and yet ended up being a trendsetter for a whole sub genre of emo. it’s how I feel about this. obv the earthbound influence is front and center and also kind of lulls you into this sense of tranquility bc it’s smth familiar. like I never played earthbound for myself, it’s just not a kind of game that I can devote time to, but I did watch my boyfriend play the entirety of it on our modded wii when we originally moved in together and so seeing stuff like the mall looking area where u get the flute or the nes styled worlds or even the designs of the neon ghosts reminds me of half-watching him play that. it’s cute I love it. but I think more than anything this is def inspired by silent hill and other survival horror of its era.

kinda sucks that any kind of art that’s like vague or mysterious or doesn’t spell itself out for u now needs a BLANK EXPLAINED article or video for everyone that felt somewhat confused by the newest a24 horror film. idk no shame if smth leaves u feeling confused, I just watched blade runner 2049 w my bf this week and I literally kept asking him to explain it to me bc I don’t get get it. and I don’t understand all the imagery here and that’s okay, I don’t need to. the search for answers w smth like this is kinda idk dumb and redundant. this says everything it means to say, it can mean anything u want it to bc it’s so open ended and cryptic and vague and no one would technically be wrong bc the creator of the game has never said what it’s actually about, and even if they did and even if this meant smth super specific and personal to them like it most likely did doesn’t mean it can’t mean smth else entirely to u.

v relaxing, have played this for an hour or two each night after coming home from work and it felt good like it felt rewarding and also comforting.

reminds me of just in a general way of the feeling of being vulnerable and exposed, not many games, not even many horror games or other pieces of media make me feel so strongly like this. it reminds me of watching the 2001 horror movie pulse w some guy I barely knew in my basement as a teenager or when me and my boyfriend were taking a bus w a transfer on it back from a festival late at night and this very old very big drunk guy kept following us around and harassing/hitting on me. obv nothing happened in either situation but it’s like the feeling that it might and how that kind of sticks w u for a while after. scary stuff imo

Perhaps the most surrealist game I have ever played with an often noisy yet oddly comforting soundtrack and very abstract but often grotesque visuals. It's not 100% my cup of tea since most of the game is about getting lost and navigating can be pretty slow without the use of the bicycle effect glitch, but there's a lot to unpack from this game's sprawling worlds and links to many many secrets. Regardless, a fairly interesting experience that you might not necessarily want to complete, but I recommend everyone at least try and experience a few hours of wandering around in that strange interpretation of dreams.

Yume Nikki is the PERFECT example of video games as an ART FORM.
This game changed my life, seriously. Once you plant the seed in your head, that this world is the dreams of the player character, the game becomes a solemn hike through the harrowing, enigmatic, and traumatizing memories of Madotsuki. You'll be immersed for hours, exploring, basking in emotions, trying to figure out what it all means.
And the game never tells you.
This game has me exploring thoughts I'd never considered before. It tapped into my fears of what could happen in my own life... but I feel like I've come of of this experience stronger.
One of the greatest art pieces of our time.

Leaves a ton of space for your imagination to run wild in which is likely why so many people have vastly different experiences with this game. When so much is left up to interpretation, your brain can't help but fill in the lines itself.

My personal experience with the game is one of feeling incredibly isolated and displaced within the world while also being comforted by an abstract warmth, almost as if I am being hugged by a childhood friend with whom I had lost all communication with but who's memory has lived within myself and shielded me in ways over the years that I've never been cognizant of.

I now understand why a common joke is that Yume Nikki's biggest fans are all schizophrenic.

CW: death, depression, suicide, mental health, religion
Spoilers: Yume Nikki, :THE LONGING:, The Draughtsman's Contract, The Beginner's Guide
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Yume Nikki precedes itself. There is likely nothing I can say about it that has not been said, that has not been thought, that has not been insinuated. It’s been scrutinized endlessly on forums, on fan wikis, in videos, in chatrooms and private conversations. There is nothing I can say about it that has not been said. That is why so much of what you are about to read (assuming you do not choose to leave, which I wouldn’t blame you for) won’t be about Yume Nikki at all. It will be about me. I can’t offer a clean thesis. Because inevitably, when new interpretations dry up, the ocean of meaning turns into a xeric lakebed, the gaze turns downward toward the navel, and what is beneath it. When the door will not open, and the world is your room, hermeneutics turn into an exercise in philosophy of self.

“There are always hidden silences
Waiting behind the chair
They come out
When the coast is clear
They eat everything that moves
I go shaky at the knees
Lights go out
Stars come down
Like a swarm of bees” - No Self Control, Peter Gabriel

“No Self Control” is about depression. So is this piece of writing. (Don’t worry; it will be about other things, too. To a fault, in fact.) The recurring line in this song is “I don’t know how to stop.” That was also the original name of the song. He describes impulsive hunger, calling friends, walking in the night. He doesn’t know how to stop. There’s a possible inversion of this reading, though: one of executive dysfunction. When he says, “I’ve got to get some food, I’m so hungry all the time”, he does not actually describe eating. Instead, it could be a failure to stop stopping.

Executive dysfunction is life-controlling. That is not an overstatement. It is suffocating. Everything is too much. My whole life, I have been in a losing battle with it. Since I was a kid, in the morning, I find myself paralyzed the awful possibility of having to get out of bed. The anxiety, the sopor, the blanket, all shroud. The act of doing, of having to begin, of having to be. It’s too much. So I usually crumple. I understand why Madotsuki stays in bed so much.

The bridge is in my bones. The marimba is steady, the beat is a solitary bass drum, Kate Bush chants in waves, a distorted sax and bassline interplay. And then, like a big breath in, and the drums come thundering. They come in like gunshots down a stairwell. The brooding guitar flanges and growls. “There are always hidden silences.” It always pulls at something deep in me, the nerve in my stomach which causes my knees to buckle and my arms to move.

Peter Gabriel’s third album, colloquially called Melt due to its cover, was an obsession for me. For about a two months, it was the only thing I wanted to listen to, the only thing I wanted to hear. I couldn’t tear myself away from it. His iconic voice, the bassy cymbal-less beats, the dark guitars and synths. It was all I wanted at the time. It wrapped around me and cradled me in brooding. I have a custom listening order, even: move “Start/I Don’t Remember” to the beginning, move “Intruder” to before “Games Without Frontiers”. You can also throw “Milgram’s 37” from So in there, which I’ve heard was originally recorded for this album. I’ve been told there is a light concept to the whole album, “states of mind.” Is depression a state of mind? Maybe, but it feels like more to me, a state of the body, which is hung over the bed like a wet shirt, interminably sad and sodden.

Peter Gabriel was not the first obsession I have had during the pandemic. First, it was Castlevania. I went through as many as the games as I could. The Igavania structure is satisfying; there’s a rhythm to the exploration, intoxicating and immediately validating to those familiar with its tricks. After that, it was the games of Treasure. I played nearly everything I could by them. This is not a new pattern for me. In the throes of summer isolation, I would hyperfixate on genres. Arcade puzzlers, traditional Roguelikes, shmups. And my affairs with music are almost always like this, throughout my life. As for the pandemic, after Peter Gabriel, I wrapped around to Genesis. Eventually, I got around to Cardiacs, too. Then there’s random stuff. Watching old episodes of Countdown or Robot Wars on YouTube. Trying to figure out how to make liangpi. Fixation is a sort of guiding light through the murky air of whatever swamp this is.

Sometimes I get obsessed with specific words. Sometimes phrases. Sometimes entire paradigms. But the words, they get inside my head, they become a way of describing everything. They are often bodily. For a while it was “blood”, a term for that which permeates something. Then “bones”, the underpinning structure of something. Now, it is “rotten”, an odious decay. I call many things rotten, though I do not know for sure what I mean by it when I say it.

I am not obsessed with Yume Nikki. I want to be. I want to dive teeth first into it. I want it consume me. I want to explore every room, cross through every door, catalog its biome on my spinal cord. But the dedication is not in me. And the pull isn’t there, the temperamental pull. I do not hear its call seducing my stereocilia. I drift away from it, longing to be marooned. Fixation is fickle. As I write this, when was the last time I played Yume Nikki? A month? Two months? How long will it be when I write the next sentence or paragraph? Will I finish it before I publish what I write here?

If there is a single thesis to what you’re about to read, it’s that Yume Nikki doesn’t make any sense. That’s a big part of why I have to bring myself to the text. But of course, that’s standard fair for games. Players are often co-creators in the meanings of text, more so than in other mediums. Conveyance is a bit of a misnomer in this way. Games criticism is inevitably saturated with the critic’s own identity. Criticism in general, though, is like this; the myth of the objective critic is of course a myth. But with games, this interplay is forefronted and almost unavoidable if we are to try to make a serious effort at all. And this is especially true with any art as sparse as Yume Nikki, which eludes context, an affront to traditional interpretation. So here it is: myself, borne so brazenly and blemished, for the sickness of it, for the need to make some kind of meaning here.

I could try and force myself to bring a sociopolitical analysis here. I’m sure I could figure something out. I’m sure people would like that. I know for some people that’s the only kind of criticism they’re interested in at all; I personally have a gated fence around it. And while I’m engaged in constant comparisons, it would be nice and fitting if I talked about Uboa’s The Origin of My Depression wouldn’t it? Or about the ever-mentioned David Lynch, or Egyptian surrealism? That would be lovely. Maybe even insightful. But it would be dishonest. Now is not the time for my darling pretensions. I will say what is in my head, tangents and references all, whether I welcome their stead or not. Let be be the finale of seem.

“Home, this my own receptacle which has seen better days
And a cap full of wind for assistance moves my sea
When pace is easy under sail, though it's taking a while
Better watch better watch I don't blink and...

Blink!
Isolation goes on, happy as the day is long and it drag it's slow length along

(blink)
Isolation comes again in the shape of a child made of plastic
Put tears on its stupid face” - Mare’s Nest, Cardiacs

Tim Smith of Cardiacs’ lyrics are notoriously cryptic. I wouldn’t dare to confidently announce that I’ve decoded one of his songs, as I would never say I think I’ve decoded Yume Nikki. But in my little view, “Mare’s Nest” is about being a child home alone. Childhood was a recurring theme in their early work. “In my home, my daddy TV brings in all mother world”, who are your companions in isolation? Toys, TV, imagination. Madotsuki plays video games. She lies in her bed and imagines a dreamscape of friends and foes. But she does not ever leave. A child alone at home searching for meaning.

Cardiacs (or all of Tim Smith’s work, for that matter, he was involved in other projects, though Cardiacs was kind of the head of the family) were an incredibly abrasive group, and not in the traditional sense of abrasive music. It’s not as much that their music is particularly aggressive or angry. Their music is carnivalistic and chaotic. It’s atonal, fast, and childish at times. Everything about their music is offensive at first blush. They dressed up as dipsomaniac clowns in their early years; I don’t think they’re going to earn a ton of fans like that. I’ve heard it described as atrocious, stupid, annoying, irresponsible; one review I saw described listening to their music as “like being worked on by four ugly dentists.” By all means, I am rarely shocked when someone says they hate Cardiacs.

There is some hope, I suppose, that they will be more venerated; Cardiacs seem to be getting more attention over these past few years, with celebrities like Mike Patton or Dave Grohl promoting them. Some publicity also came with a tragedy. Tim Smith, after a My Bloody Valentine concert in 2008, had a heart attack, during which oxygen loss damaged his brain, and suffered from dystonia for the last decade or so of his life. He couldn’t play any music during this time; he was unable to walk or do most tasks, and in constant pain. He even struggled to compose during this time. Even so, he received and honorary doctorate in music during this time. Most if not all proceeds from Cardiacs merchandise went to supporting him during this time. Beautifully, despite this notoriously weird band, people came together and raised funds for him. Tim Smith died in 2020, his final work with Cardiacs, LSD, still unreleased, but it seems that there has been a continuous spread of this band’s strange influence, like a psychedelic miasma spreading across message boards.

Yume Nikki seems to be well-liked. That’s kind of surprising given how experimental it is. Fan favorite games generally don’t tend to be deconstructive surrealist art games. But lo and behold, the fandom carries the torch. A game being well-liked does not mean it is approachable. Yume Nikki is confounding, not in spite of but because of its simplicity. Games that are unapproachable are typically difficult. Yume Nikki has effectively no win-state or fail-state. Instead, the difficulty of Yume Nikki comes in managing to try to figure any of it out. Difficult, arcane, and confusing art is often more likable than people will give it credit for.

What is so attractive about Yume Nikki? What hooks so many people into it despite its unapproachability? There’s a few things that stick out. For one, it’s free. There’s this kind of mid-aughts internet vibe that the game is dripping in. There’s a sort of pseudonostalgia to it. It’s hard to explain, the way things are rendered, the way the music sounds, the the kinds of world we see. Yes, the game itself, but also its history: an anonymous developer (KIKIYAMA) created this arcane, confusing, mysterious game and more or less disappeared. Engaging with this mystery, both in its production and its ever confusing contents, are part of the experience. Mystery, like secrets, keep our minds active; we return to a locked door, whether or not we were the one to lock it. So much to say, so much to guess. I suspect it would take much more time to just pore through all the various analyses of Yume Nikki than it would be to play through the game. Its eeriness and uncertainty call forth this kind of dissection. And around that comes a community. Forums, wikis, video essays, digital yeshiva. Despite that, it all remians a mystery. And then there’s fangames, some of which are as beloved as the original title, which attempt to capture the strange sensation we get from Yume Nikki. It’s so different from any other game, even now, that many feel called to try to reproduce it, which is no mean feat. How do you truly emulate that which defies dissection? These contributed to its success, but I also think to only highlight these would also be a disservice to the game, which I do believe is something special. It’s pretty singular, and that is part of why it is so beloved.

Let us talk, for a moment, about Uboa. It’s reputation is no doubt essential to Yume Nikki’s legacy. Upon flipping a lightswitch in a house in the snowy forest, there is a chance that Poniko, a young blonde girl, will transform into Uboa, and transport you to a strange, distorted world from which there is no escape. Uboa is often recognized as a black blob with a white face. I think this is an accurate read, but I often wonder if all I’m looking at is a smear of pixels with no meaning. Is it an it? A they? Does it have a gender? In any case, this little interaction, tucked away in a corner of the game, with no special items behind it, is one of the most memorable and well-known parts of Yume Nikki. Why is that? There’s a couple of reasons, I think. It’s one of the most overt “horror” moments in the game, although there is not much to fear, and it contrasts with the initial twee state of Poniko’s room. Uboa’s “face” also produces an ambiguity of intention, confusion about what it is it wants or is trying to do. We end up getting “trapped”, which feels menacing, but there is no direct threat. It’s frightening, but also mired in unease. I think this moment is also a good encapsulation of what makes Yume Nikki so special. In a random room, for no discernable reason, a strange creature(?) appears and whisks you away. It seems to come out of nowhere, and it does not explain itself. This is why so much theorizing has been dedicated to Uboa. It’s a haunting mystery in a game that is already packed to the brim with mysteries.

So many mysteries, and we want answers. Sisyphus pushes his rock. So, we craft theories. We dissect and analyze it. In an attempt to interpret, we encyclopedize its contents. We produce an almanac of Madotsuki’s dreams.

It’s always a stroke of luck when something experimental gets love. But it kind of breaks my heart that there’s nothing I can say that will make you like Cardiacs. Either you vibe with Tim Smith’s work, or you don’t. There is a very high chance if you give them a listen you’ll quickly turn it off. That’s fine, of course. I wish I could transfer it, I wish I could get others to understand what I hear. So often I feel compelled to want to cough this up, convince someone to see the beauty that I see int he art I love. Why? Why is it so important to me that I am able to share this with others? Why on Earth am I spending this much time writing about them here? Seriously: why? I can easily find a whole community of Cardiacs fans, but that’s not really what I want. I want to share it with those who are close to me, who I hold connection with outside of just this. Where does this compulsion come from? To connect through this vector? Why not any other? Is that my failing? Is it wrong to want it? Is that selfish? Is it sad? Either way, it’s futile. There’s no sequence of words I can say that will make you feel the same goosebumps I feel on my skin.

The first time I heard Cardiacs, I didn’t really get it. Their debut studio album (A Little Man, A House and the Whole World Window) was carnivalistic and spastic, and Sing to God left me nonplussed. But obsessions aren’t always immediate. I kept listening, and found myself more and more fascinated and engaged with every minute. They are now easily one of my favorite groups, and both those albums are some of my favorite albums of all time. There is a total freedom in their chord progressions, a heart-pounding thrill to their rhythmic shifts, a sick charm to their stylings. It seems undeniable to me now, but it took time to warm up to them.

Isn’t that strange? Why is it that some art needs dedication? Time for the love to gestate? Should that not be the sign of bad art? I don’t think so, but there was a time when I did. At one point, I believe I even said that art that disengages an audience might as well not even exist. I would never say that now, of course. I recognize not only that art is entitled to be adverse, but that adversity is sometimes what stokes enjoyment. People seem to obsess over art that is confounding or difficult. Be that a labyrynthine novel or cacophonous fugues, or, well, Yume Nikki, a game that eludes understanding. Games being difficult often literalizes this: when a game is difficult to beat, people often attach themselves to it in a new way. But Yume Nikki isn’t difficult in a traditional sense. It’s not a twitch reflex game and there’s no combat, and barely even success or fail state. The difficulty comes from interpretation; it is a perplexing and confusing game who’s true intentions and meanings are arcane and unclear. That is in part why it has such an enduring legacy. We get into a kind of Stockholm syndrome with art that refuses to be easy. There are lots of reasons for this, from the joy of creating meaning and discovery, or a sense of pride, but I also think that a key element of that is that it allows us to take time. It asks us to be patient and allow our feelings and responses to take time to develop. Sometimes love is a slow burn. That seems more natural, wouldn’t it, to derive love from developed relationship to something rather than an immediate instinctual spasm in your ganglia. Affection is just as often at first sight as it is stoked slowly over a fire. It can take time to ignite it, time to develop that relationality, to allow the interplay in your mind between you and the object. Sometimes it’s a slow burn.

Yume Nikki wasn’t like that, in any case. I loved it before I even tried it. Again, it precedes itself. It’s like I had to love it before even playing it. It was always-already a favorite. There’s other things like that for me: Greenaway’s The Falls, Vision Creation Newsun, Kentucky Route Zero, Borges, In A Silent Way, Irvin & Smith’s EXILE, Obayashi’s House, Slaughterhouse-5, Woman in the Dunes, the list goes on and on. I’m pretentious, I know. But you get it. Sometimes you decide that you want to love something, and it lets your love in. Maybe that’s stupid. I don’t know. When I think about Yume Nikki, I feel like it’s obvious that it has to be a favorite. That it’s obvious I love it. Maybe that’s dishonest. I try to suppress mentalities like that. But maybe it’s dishonest to pretend that I’m not driven by that kind of impulse all the time.

I struggle in general with music criticism; that old adage about dancing about architecture. Any time someone begins talking about good or bad music, I begin to get lost. I hate music reviews. They make me furious. Even on the off-chance I agree with the assessment, it turns my stomach a bit. I tried writing album reviews last year, including for a Cardiacs album, and while I did get something out of the process, it kind of formed a knot in my intestines. I know that no one cares about my music takes. That was thoroughly hammered into me in high school. But it still feels like begging. I keep private when it comes to music most of the time. I don’t talk to people about it much. It saves me the embarrassment and I can feel as cocky as I want in my head.

Why are games different for me? I’m not sure. I have, for some reason, gained a meager following on this site. I enjoy the validation, but I hate the way I leech onto it so easily. Maybe they’re not so different after all; I’ve seen my fair share of infuriating game reviews, and had the misfortune of reading Tevis Thompson’s work. It just so happens I play a lot of games, and don’t read as many books or watch as many movies, and have no inferiority complex around them. But I worry I turn myself into a cliche. I am constantly worried I am somehow phony or my prose is somehow purple.

I’ve moved to writing more on Medium (you can read this over there by clicking here) but the attention marketplace is brutal and I am, unshockingly, desperate for validation. When I have no friends to reach for, no partners to reflect with, sometimes I just want to throw myself against the screen and scream, “For the love of God, look at me.” I avoid posting things sometimes because I’m afraid no one will care. A desire to be perceived tends to conflict with my equally strong desire to not be judged. I am torn, the empty space between two sides of paper ripped in twain.

“...I didn’t think anything and I didn’t say anything to myself, I did what I could, a thing beyond my strength, and often for exhaustion I gave up doing it, and yet it went on being done, the voice being heard, the voice which could not be mine, since I had none left, and yet which could only be mine, since I could not go silent, and since I was alone, in a place where no voice could reach me. Yes, in my life, since we must call it so, there were three things, the inability to speak, the inability to be silent, and solitude, that’s what I’ve had to make the best of. Yes, now I can speak of my life, I’m too tired for niceties, but I don’t know if I ever lived, I have really no opinion on the subject.” - The Unnamable, Samuel Beckett

Beckett’s trilogy is a challenge. I would say it is nearly unreadable for most people. It consists of three books: Molloy, Malone Dies, and The Unnameable. He said of his play Not I, a fever dream of a monologue, that The Unnameable is an expansion on the subject. And, as linked by a trilogy, the theme seems to come into focus: the interminable din of interiority. Other themes emerge, of course. Theology is as often a subject of Beckett’s work, too, making a kind of emergent quietism. A professor of mine mentioned, as well, that the politics of Beckett’s work are often underemphasized, but undeniably present on examination. While better known as a playwright (and, in truth, probably where he is best; his novels are good but he really shines on the stage), Beckett’s prose is distinct, typically marked by an uncompromising structure and pessimistic solipsism. A specific brand of solipsism, too: an overbearing sensation of isolation, not out of skepticism but out of duress, where the extent of the universe and the self is horribly contained.

So many of his characters are trapped in small rooms, staring out windows or writhing in beds. If we read Madotsuki’s dream diary, perhaps it really would be a lot like his stuff. Beckett’s work in general so often finds characters immobilized in some capacity: stuck waiting, stuck in dirt, stuck in a trash can, locked in a room for some reason, staring out the window. What immobilizes them? And as for myself? I am stuck. My feet are impudent soldiers. I have a window, but I do not look out it often. Madotsuki will not leave her room. Her name literally means “windowed”. Madotsuki perhaps would fit in well with Beckett’s narrators, had she a voice, had she words.

Allegedly, when asked about one of his last works, What Where, Beckett said, "I don't know what it means. Don't ask me what it means. It's an object.” I admire this willingness to distance from the facet of his work, even though Beckett was apparently unhappy about its state. Sometimes, when we are making art, we aren’t privy to the exact machinations that take form in it. Cecil Taylor, the free jazz pianist, describes the creation of music as a trance-like state, almost like “levitation.” What Where does have overt themes and intention, but Beckett still felt distance from it, a level of inscrutability, a willingness to call it an object outside of him.

Now, I am reminded about one of the few things KIKIYAMA tells us about Yume Nikki: “There is no particular story or purpose. It is simply an exploring game.” Do we take them at their word? Nabakov said about Gogol that “he has nothing to tell you.” How literally do we take KIKIYAMA’s description? Is it lacking in purpose both in meaning and in mechanic? Is interpretation of Yume Nikki even worth doing?

There is this paradigm often that sees art as a key to understanding each other, a unique passage into someone else’s humanity. This is fraught. For one, art is a meditated construction, and that meditation is a form of moderation. Not all art is going to be someone bearing their soul. Even if we take it as such, media mediates, it transforms and transfigures. All art has its own distortion and reframing of whatever sensation was indelled into it. But even with all that, everything is still subject to interpretation and misinterpretation. I bring myself to the text and twist it everso slightly or everso much. That doesn’t mean we can’t try. I can try to understand what KIKIYAMA was trying to say, what they felt, who they are or were. But I’ve played Yume Nikki quite a bit. I’ve seen the dreams and heard the music. And I can say that I don’t think I know much about KIKIYAMA.

Misinterpretation is everywhere. All interpretation is misinterpretation. Some are further off the mark than others. The classic adage from Beckett, “Ever tried. Ever failed. No matter. Try again. Fail again. Fail better.” It’s misinterpreted as a quote about endurance, courage, spirit. It’s not. It could be about many things, but isn’t about that. It would be clear from the first glance at the full text of Worstward Ho! And if there were games that embodied this quote, it would not be a roguelike or a Soulslike, it would be something like Yume Nikki. Something incoherent, inscrutable, cryptic, confusing. Something that says nothing and says it often. Worstward Ho! inhabits language, and Yume Nikki inhabits games, and they are unfathomable in their own ways.

Now, here’s the irony: I havent actually finished Beckett’s trilogy. I’ve read Molloy, but was unable to finish the second two books, Malone Dies and The Unnameable. I want to, of course, but I have brain problems that prevent me from doing so so easily. I’m able to understand the themes, the outline of it, but I cannot say I have indeed read them, at least to completion. Similarly, the majority of what you read here is written well before I finished Yume Nikki. Perhaps it’s the same reason that I didn’t finish Beckett’s trilogy that I can’t fixate on Yume Nikki. They are filled with nothing, by design. They are so quiet. When it is quiet, I am left with myself, my thoughts, my pangs. I do not want to dwell on them. Times like these, yes, make it worse, but it’s always there. So my eyes go bleary and I cannot focus. So I haven’t finished them. Is my interpretation incomplete? I’m not sure. I go back and forth on this. On one hand, there is a lot of meaning you can make without experiencing every inch of a piece. But on the other hand, isn’t any interpretation of a piece going to necessarily be lacking if there is critical information you may be missing? But where do you draw the line? Yume Nikki is non-linear, sprawling, and lacks a critical path. Is “finishing” it really in the spirit of the game? It’s an exploring game, after all. But in trying to make sense of it, do we need to seek out a more complete picture? Do you have to finish Yume Nikki before you can make anything of it?

Once again, I remind myself: “the danger is in the neatness of identifications.” Is thinking you need to finish it a symbol of that neatness? I insist that I must heed this warning, some of Beckett’s first words as he entered the literary scene, which asserts that identification and classification, despite being clean and reliable, is not sufficient on its own for interpretation. These words have haunted me ever since I heard them. I cannot escape their shadow. I always feel it cast over me. Resist the urge to equivocate the actions: to catalog and enumerate, and to interpret. Dreams, in particular, are vulnerable to this. How much pontification has been dedicated to the interpretation of dreams? From Zhuangzi to Jung, from biblical hermeneutics to new age pondering, everyone seems to have an opinion on what dreams mean. But over time, I’ve grown more and more hostile to the fetishization of dreams. Perhaps I dream differently.

One thing I never really understood about surrealist art is how it purports often to be derived from dreams. My dreams do not look like Salvador Dali paintings. Matter of fact, they don’t look like any kind of paintings. They’re weird movies with meandering plots and memorable architecture. I can always remember the architecture in my dreams. I never understood why. Surrealist imagery instead invokes to me a different sensation; typically one of mirth, actually. They often feel like the realization of a collage, an amalgam of stuff, a Bosch-like tableau. My dreams, too, are slapdash assemblies, but not of objects. They assemble emotional beats and ideas. “Kettle logic” after all (logic premised on contradictions) is was outlined by Freud to describe the logic of dreams. Perhaps if I literalize my dreams, it would be surreal to an outsider, but as the dreamer, they make a kind of perverted sense.

Yume Nikki is explicitly surrealist in that sense. It is explicitly about dreams, perhaps the most quintessential subject of surrealism. For me, there is almost something Dadaist about it, though less politically inclined. And, in truth, surrealism in general, as I have been told, has historically been more political than its evolution belies. Surrealism, like Dadaism, was often used as a tool to disrupt the status quo and the paradigms asserted by authority. It is a shame that in many ways surrealism has been disconnected from these roots, at least in my experience. So much surrealist art I have seen isn’t concerned with the status quo or politics. It’s usually concerned with interiority and perceptions of reality. Yume Nikki feels what way at times, for sure, but there is something else still. Perhaps it’s because, like surrealism challenged the status quo of what art should look like, Yume Nikki challenges the status quo of what a game should be.

There is a very direct comparison to make with LSD: Dream Emulator. They are almost shockingly similar games. Both are ostensibly about exploring dreams. And they both operate on a similar logic. Objects and spaces seem to defy sense, both mechanically and metaphorically. The rules of the world are similar, objects and places leading to objects and places, full of strange, surprising images with an undertone of horror. And there is a large overlap between their fandoms. But I can’t help but feel there is something fundamentally different about them. I struggle to name the difference. Maybe it’s mirth. Maybe it’s the direct presence of Madotsuki that is absent in LSD. Maybe it’s the quietness. Maybe it’s their similarity that makes them so different.

Comparisons are dangerous. Like identification, they can serves as thought-termination in the guise of interpretation. In fact, it is a form of identification, just one across the aisle. We identify similarities and corrolaries. In comparing, we can receive a warm glow in are chests, knowing that we have drawn a line between two disparate dots. But that act of comparison doesnt need to be the end of the line. Comparative studies are powerful and revealing, but they serves as a canvas. Each piece is their own dimension on a plane, and it is in their interplay, how they reside perpendicular and orthogonal to one another, how they intersect and diverge, that is where we can paint something beautiful. That is where we can learn. And maybe that’s why, despite their innumerable similarities, I find myself completely unmotivated to compare LSD and Yume Nikki: the space they make is flat.

I find myself making comparisons very often. A teacher of mine told me he viewed it to some degree a strength, a sign of critical thinking. But I often worry it’s a flaw, endlessly pulling from wells and mills of reference. Do I speak in references? Why is so much you read here dense with allusion and citation? I’ll gladly summarize a wiki article. It is so easy for me to cough up a Simpsons quote. I loathe reference humor, but the connections always spring out of me, strands of twine, prehensile, strangling thumb tacks. I worry it is a sign that I am so bereft of character that I can only quote, cite, and graft. I am skeptical of this fear, but it’s still there.

I mentioned him as an unmentioned earlier, but like dreams, this piece is allowed to contradict itself: David Lynch is perhaps the most popular and distinctly surrealist figure of the era. A peer of mine in a class once compared Beckett to Lynch, which I sort of balked at, and that comparison irks me to this day. Their main similarities are that they are both “weird” and they are both skinny white guys with gray hair. The closest thematic parallel would be an interest in quiet, but while Lynch is interested in quieting the questions, Beckett wants to quiet everything. Beckett’s absurdism does not, to me, appear comparable to Lynch’s almost orthodox surrealism. (Though, I must confess, my initial reading of Waiting for Godot arguably read it as a surrealist text; “Was I sleeping…?” initially read to me as a Cartesian query.) Routinely explored in Lynch’s work is the relationship between dreams and reality. For him, dreams are portals to other worlds and scrying pools. Personally, while I like Lynch as much as the next terminally-online queer, I find this subject consistently dull. I am not moved or fascinated by the interpretation of dreams, because I do not ascribe value to them. I do not percieve them as more than hallucinations. I don’t have this kind of mystical or metaphysical attachment to dreams. I always have interpreted them as stampedes of images, stews of thoughts, an unclear montage. For me, I think of a dream more like the way Christian Metz thinks of a camera shot. “Here is a thought. Here is an image.”

I have had dreams that have affected me deeply, of course. Disturbing, delighting, melancholy and bittersweet, terror and tittilation. I will not share them. Absolutely not. My dreams have also served as creative inspiration, too. A lot of ideas I have originate from dreams, or hypnagogic muses just before sleep. But I wouldn’t call my work surrealist, not in this dream-like sense. It’s rare that I am interested in disrupting the perceptions of reality within my work. Dreams feel a little played out, like sex and suicide. But I don't know. My cynical and skeptical proclivities leave the oneiric in the humdrum.

That’s perhaps the reason I find myself more respectful of mysticism than orthodoxy. Because it is personal, I am not asked to believe their interpretation, only respect it. I am extensively atheist; I do not think there is any god or gods to become one with. But I find mysticism, whether that be Sufism, or the Kabbalah, or whatever, or even faiths that encourage this like Quakerism or Buddhism, while still within the confines of their respective faiths, typically turn to a form of epistemology founded more on direct experience, rather than on institutional frameworks. That is, at the least, respectable to me; after all, I can’t really challenge what someone else has experienced, even if I would interpret the same experience differently. This is what they call “universal priesthood”, I am told. If Fayerabend wants us to bring epistemological anarchism to science, why not bring it to faith, too? Where we are all engaged in a process of discovery, just this time with the spiritual?

Still more ironically, I too respect Talmudic scholarship and the like in this other way. Religious scholarship requires a lot of dedication. Perhaps it’s my Jewish blood flaring up, whatever that would mean. (I mean, hell, kabbalah is also the subject of rigorous study. (Kabbalah wants to have it both ways sometimes: both the mystic experience and the mastery of identifications. (Though I’m no Kabbalist.))) The endless scrutiny and careful interpretation at the very least calls forth a careful reading. Theologians often end up citing Derrida and Habermas, and some key philosophers of communication in the 20th century, like McLuhan and Ong, were deeply religious. Religion, after being about the divine, is about the transmission of that knowledge. A careful eye ought be brought to that transmission, no?

These both have their issues, of course. For one, direct experience is unreliable beyond the self. That is why, in part, we have the story of the oven of Akhnai in the Talmud. At the same time, scholarship often devolves into apologetics; in the rigorous study of a religion, one inevitably encounters propositions that can only be justified through faith. But apologetics insists that there is no faith at play, that there is empirical and rational justification for everything they believe, a dishonest denial of faith itself. These two angles are in conflict: one, in unverifiability, and the other failing to verify itself. And there’s a key thing these both share: the disconnection from others. Often including the world around you. That was Spinoza’s main drive, after all, celebrating the divine through the study of nature, and there’s a story of how Feynman marvelled at the scholarship on display in the Talmud, but was bothered by how little the rabbis showed interest in the natural world. Mystics are often so focused on the abnegation of the self that they become enamored with its destruction, not giving anything else attention. Religious scholars are often holed up in a monastary or yeshiva or whatever little religious hovel they’ve made. Should isolation truly be so essential for spiritual knowledge? Does turning away from others really give us access to anything more profound?

In general, I am torn between ecstasy and study. Both appeal to me. I desire both rigorous analysis and experiential knowing. But these are often incompatible in the same breath. One can have both, but only apart from each other. But more often, I find myself without either. But I share this with them: I am often alone.

It is tempting to go one way or the other with Yume Nikki. Either we decode and demystify everything we can, or experience it as a kind of ecstatic experience. I believe, in this case, the latter is more fruitful. Of course there are hundreds of wiki pages and forum posts identifying and analyzing every corner of the dreamscape. But Yume Nikki is an exploring game. The state of exploration, of discovery and experience of images and sounds. Is it perhaps missing the point to dissect it? The danger is in the neatness of identifications.

But how about the in-between? As Martin Buber asserted, it is possible to both consider the tree and be in relation to it. How can I hold them both? But what about something else? Neither the ecstatic nor the catalogic. Instead recognizing it as an object? How can we access this golden mean? Or is it not a mean at all, instead a new vector to experience it through? How, in the first place, do we go about interpreting Yume Nikki? Do we interpret it as we would a dream? As we would scripture? How can we interpret it as an object?

A great deal of interpretation of Yume Nikki will rely on the interpretation of the image. Non-verbal storytelling is pretty common in games, but I would hesitate to call what this game does storytelling. Most of what we experience in the game is disjointed, connecting only by space. We have to rely on disjointed images in a medium where visual language is yet thoroughly established. This makes interpreting Yume Nikki a particularly challenging endeavor.

Peter Greenaway’s filmography, if it could be said to have core mission, would be to rethrone the position of imagery in cinema. This can be seen as an extension, I think, of his early formalist work, which positioned the structure of cinema first, too. The Draughtsman’s Contract acts as a thesis statement of sorts, a statement of purpose. It is a period drama of conniving aristocrats in which the protagonist’s tragic flaw is his failure to acknowledge the potency of symbolism. He is revealed as the pawn in a game when the symbol of the pomegranate is explained to him, a thought he was not only oblivious to but was ignorant to even the consideration of. In Rembrandt’s J’accuse! (a film entirely dedicated to analysis of a single painting), the ever-snobby director, himself an artist, says it outright: “the interpretation of the manufactured image in our culture is undernourished, ill-informed, and impoverished.” He might be right. I am not sure I would call myself visually literate. I am not sure I am good at interpreting paintings. Maybe I ought to learn. Maybe Yume Nikki would make more sense after that.

Film is composed of image, of course, and sound. And no doubt video games typically are as well. But these images are the fiction, the paint, ironically the “text” which Greenaway rails against in its respective medium. The irreducible building block of games, the atom of the medium is the mechanic. In the futile search for the syntagm, that is what we will likely find. But most will find this insufficient for interpretation. It oftent relies on “fiction” (as Juul would put it) to frame these mechanics. The mechanic is fertile for meaning but still needs seeds to be sown. We can try to interpret mechanics on their own, and Yume Nikki is a challenge to this. It is sparse and unclear. Whither conveyance?

For example: there’s a room in Yume Nikki they call the “stabbing room”. In it, there are dozens and dozens of NPCs crowding the room. Only little pockets exist between them that Madotsuki can squeeze through. These pockets move around randomly with no pattern; you just have to be lucky. Or, you know, you could equip the knife effect and start stabbing the NPCs. And that’s what most people do. That’s why the call it the stabbing room. I did not have the knife effect when I encountered this room. So what I did was just hold down the direction I wanted to go, and waited, hoping that eventually the opening would come my way. I remember setting up an arcane solution, where I flipped my keyboard upside down, so the arrow key was being held down (up?) by a battery I had balanced to support it. In either case, no matter how you manage to get through that room, all you’ll find at the end is a weird blue lump. No door, no item, no prize. Waiting that only knows itself in vain.

We can offer an interpretation to this: KIKIYAMA says your efforts were in vain. “And there comes the hour when nothing more can happen and nobody more can come and all is ended but the waiting that knows itself in vain.” Or, if you stabbed your way through, that your penchant for violence will go unrewarded. We can offer those interpretations, or more. But they do not feel satisfying to me. In fact, when I imagine this room, the more likely explanation to me? I think KIKIYAMA just thought it was funny. There’s an implicit paradigm always here: that meaning usurps aesthetic impulse. So much of Yume Nikki feels like it has no bespoke purpose, like it is just there because the creator wanted it there. Why does KIKIYAMA need to justify any of this with meaning? What if they just wanted them there? Is that enough?

And, you know, the effects, we can make an assertion there. How Madotsuki’s body is malleable in the dream world, how that flexibility could serve as an escape. How she might be dreaming of worlds where she can feel self-actualized. (This is where the trans reading of the game can come in.) It’s a little unorthodox: the effects are not what we often think of as ideal selves. As a frog, or a lamp-post, as a munchkin, or whatever. But they offer a flexibility to embodiment which could be read as freeing. Madotsuki’s dreams offer a unique and freeform space of self-acutalization, where her body and essence are subject to her whims, but they are still trapped within the arcane logic of dreams. Is this revelation the key?

That’s an interpretation we could bring. It has weight, and it holds water. It might even true to how I interpret it. But something about it feels off. It’s not that it feels incomplete, but it feels unnatural. Like grasping for straws. These kinds of formalist interpretations often make me grimace a bit. Even beyond just games, but especially in games. I feel like the narrator in The Beginner’s Guide, so enamored with my own interpretation as to lose sight of reason, to lose sight of experience, to lose track of what Susan Sontag might call an “erotics of art”. Particularly when I feel as though I must bring an application of my own experience or bring in social or political issues. They feel forced, like I’m performing, like I am clawing for an interpration that I can posit holds value, for an audience or interlocutor. That I can find a reason that Yume Nikki is important, whatever that means, to be important. But it doesn’t need to be important. It’s a bare bones game, there’s no boss fights or power-ups. When grasping for meaning in its mechanics, I find my fingers move through water. And so I find little, in the mechanics of Yume Nikki, that I can say I feel as though have bespoke meanings.

So, we can resort to the image. That, at least, we have frameworks with which to analyze. But there is this naive quality to Yume Nikki that make this difficult, too. Tools like composition seem to be in the toolbelt for KIKIYAMA, and if they are, they are used sparingly. The way the game wants to show you things are not typical; the structure of RPGMaker and video games in general operate in a distinct aesthetic code from that of painting or cinema. Our analytic tools can’t be so easily applied across mediums. But even within the medium of games and RPGMaker stuff, Yume Nikki is weird in every capacity.

Let’s enumerate some images: A stairwell surrounded by hands reaching up on long, wavy arms. A neon chevron with a smiley face. A maze of geometric shapes. A dwarf. An empty mall with wandering denizens. A giant, monster with limbs sticking out of it and a quivering jaw. A lamp with legs. A decapitated giant. A dead body on the road. A black-and-white handdrawn desert. A hand with an eye in its palm. These some of Yume Nikki’s most striking images. They all can be interpreted in this immediate sense; I can identify what their subject is. But the second order of meaning, in which I interpret the interrelations of these images, begins to leave me befuddled. And that’s not counting the abstract imagery. A structuralist approach to meaning would find an abundance of signs but an arcane syntax that defies traditional readings.

There’s an area in the sewer where you can look at posters on the wall. They’re weird, awkward doodles, a bit disturbing, lots of strange bodily shapes. Surely, if there was ever a time to interpret an image, it’s when the game throws them in your face. But still they elude interpretation. I don’t know what these drawings are supposed to be. I don’t know what they're supposed to mean. It almost feels like a taunt.

This is the kettle logic of Yume Nikki. Not of propositions but of images. The visual and mechanical languages of Yume Nikki are inconsistent, contradictory, and incoherent.

The constant inscrutability and confusion of Yume Nikki that makes the act of interpreting it so difficult is also precisely what makes it such an enduring work of art, and why interpretation of it often turns inward. We are often called to difficult and challenging art. Sometimes it is because of density, but with Yume Nikki, it is because it is cryptic. It has no shortage of imagery but is bereft of structure. The absence of context, events, make it a rich soil for interpretation, despite it being almost impossible to interpret in the first place. It is the impossibility which calls meaning making forth from the inside.

“As long as there is time, there will always be longing. And once all longing has ended, the world will no longer need time… And those without longing will no longer need the world.” - Face in :THE LONGING:

:THE LONGING: is a game I have written about before. You are a shade, created in the palm of a massive stone king, and the king asks you to wake him up in 400 days time. You have a few choices of endings. You have a lot of time to consider them. I will not explain them too deeply: a hopeful ending, a handful of tragic endings. I chose an ending many would describe as the bad ending. The shade, torn between a desire not to succumb to the king’s wishes, and knowing that nothing awaits it above the subterranean kingdom, throws itself off a cliff into the abyss. I chose this ending, knowing I could choose something else, knowing that I could give the shade a better life. I made that choice because it felt more honest to how I was feeling at the time.

At the end of my little write-up on :THE LONGING:, I said: “As I write this, my longing has not finished. I am still wandering the dark kingdom. Searching for an exit, for fulfillment, for an escape, for purpose, for something to do. Maybe I am speaking in metaphor here, maybe not. Time marches on. Let it march. I shouldn’t dwell on it any longer. It’s time to move forward.” That was a lie. I keep telling myself things like that. It’s never been true. It’s always been a lie. I’m still here.

And before anyone gets the wrong idea, I’m fine. I’m fine, really. This isn’t a cry for help or anything. Like Danny says in Beeswing: “I have bad days, and I have better days.” I’m just describing the bad days. Some of this was written on bad days. Other parts, good days. Trace it, if you can. Words can be deceiving. But I’ll tell you: don’t get the wrong idea. I’m fine. I’m used to this. This has been how I have felt for as long as I can remember. I’m fine. I’m safe. But all this is a part of being honest and saying what is inside me. At least some of it.

Time is often understood by event. Bergson would perhaps assert that “event” is antithetical to the essence of time, as it implies some instantaneous and indivisible moment. But duration, even if a legitimate understand of time, ends up being punctuated by the event. It is disrupts the heterogeneity of time by being cleanly divisible by our mind. My point being that, within the confusing ontology of duration, the event situates duration in some form of intelligibility. In other words, time makes more sense when things are happening. That was my main takeaway from :THE LONGING:. Blink, isolation goes on, happy as the day is long and it drag its slow length along.

Time and plot are similar. They are understood, again, by event and continuity. Yume Nikki is almost entirely plotless, and as such it’s chronology is disjointed, if it exists at all. No events happen for the majority of Yume Nikki. Things occur, sure, but events? Not quite. An assembly of objects and images and sounds that are unsituated in time and plot. But I say “almost entirely” because the final moments, the ending of the game, retroactively constructs a plot. There is an event, and the event thus situates the game’s reality in time and plot.

Today, as I write this, I learned how Yume Nikki ends. I don’t exactly know what I was expecting, but I wasn’t shocked. Suicide has become a trope in a lot of art, which makes me feel bummed to say. It is used as a cliche, a signifying gesture which depicts a vague state of affairs. It often feels cheap. Death is a card in an author’s pocket so they can command the audience to feel something. It feels cheap. But that is the ending, we can’t act as if that trope doesn’t manifest itself in the ending moments of this game. A game so profoundly dense with inscrutability abruptly shifts to a profoundly easy to understand image: a blood spatter.

I hate confessional soul-bearing art. I hate what I’m writing now. I’m sorry. I do not want to see my own soul, let alone someone else’s. I don’t want to hear about your queer experience or your mental health problems. I’m too busy drowning in my own. You should write about them, no doubt, sing, paint, make games about them. I think they are necessary and good. I want you to make them. But I’m probably not going to like it.. There are exceptions, but they are rare. It’s almost like twee for me. It’s too clear. I need muddiness. I don’t even like poetry that much, honestly. I like writing it. I don’t enjoy most poetry I read or hear. It eludes immediate sensation and I am made to have to apprehend it. When too am I afforded the sublime? I see the soul born and I write this, which I hate.

“I took a walk, I got tired,
I turned around and I got almost home
but then I got tired and turned around again
I wrote this down, I erased it
I was filled with remorse for both
erasing it and also for writing it down” - Less than One, They Might Be Giants

They Might Be Giants are probably ipso facto my favorite band. Between them and Pink Floyd, they have been with my the longest (the latter a bit senior), and both I have an unimpeachable place in my heart. Cult rock bands like TMBG, or Cardiacs, or Guided by Voices, or The Fall, or what have you, tend to have a fandom of people who are immensely committed to their work. And that commitment tends to result in a rigorous and constant encyclopedic record of their work and history. I think a big part of that has to do with the immediately recognizable idiosyncrasies of these groups; they are immediately recognizable as different, even if the causes of that difference aren’t clear. But it tends to be the only place you can go for that specific vibe. Sometimes this is described as being “weird”. Such things get applied to games like Yume Nikki. Since they defy expectations, and experiment with imagery and subject matter that isn’t typical, the only word we can offer is weird. I’ve expressed my frustrations with this category, and John Linnell of TMBG has, too:

“I think that we, y'know, have had this periodic problem where we try to do something that's interesting and new, and it comes off as weird… but we're really not about being weird. Once you're familiar with what we're doing it's not weird at all… it's just something interesting and new.” - John Linnell

It’s of my opinion that John Linnell is one of the greatest lyricists of all time. Of the writers that have influenced me, though he has not published a book of any sort to my knowledge, he is easily one of the most paramount. Dense with allusions, wordplay, unreliable narrators, jokes, just constant biting wit. I struggled to pick just one little lyrical excerpt from his work to put on display here. There are so many choices. Open Mike Eagle, in an interview with Vox, identifies the band’s ability to voice sorrow with mirth as a deep influence on his work, and I think this is undeniably a pervasive quality of TMBG’s music. And certainly songs like “It’s Not My Birthday” and “The End of the Tour” brought me comfort in my sadness. Are these sad songs?

I would not, at first, categorize Yume Nikki as a sad game. There is unease and disease, but it is only in its final moments does a sense of sorrow truly set in. That image retroactively permeates the game, casting its shadow on the experience. Like this event retroactively creates plot, it retroactively instills sorrow. But it makes sense, a bit, doesn’t it? Madotsuki’s life is a montage of flickering dreams, a parade of strange images with no overt meaning. When she is awake, there is little to do. And when there is finally so little to do in her dreams as in her room, when the possible selves she can imagine are gone, what else would her option be? Go outside? Heavens no.

Suicide is hard to talk about. It turns into an acorn in your throat the second it comes up. When we talk about it, we talk about the act. The act itself is a painful subject. But I believe we focus on it because it is easier to talk about than the real issue: the state of being suicidal. I cringe when someone says something like “suicide is an epidemic”. This sentence makes no sense to me. Suicide is not a disease; it is an action. The conditions that cause that action are the epidemic. This substitution defers the issue to the symptom. I believe this is dangerous. But I understand the impulse: the state of being suicidal is an ugly and uncomfortable subject. Camus called it the “only serious question”, and it is a difficult question, at that. How do we justify to ourselves that life is worth living? Another way of asking it: is there a good reason to wake up? Everyone is going to go about that differently.

Emil Cioran perhaps was the most precise writer when it comes to the subject. I ought read more of it than the occasional excerpt. We could look to Durkheim for his methodologies or modern therapeutic approaches, and there’s immense import there, but as a personal subject, Cioran’s writing on suicide addressed the subject with a clarity and a bite that serves as an unguent. I always remember this: “It is not worth the bother of killing yourself, since you always kill yourself too late.” His writing, full of quips that are deeply pessimistic and depressing, for what it’s worth, did not ever shy away from the emotional state of being suicidal. And that’s important, because that, after all, is the problem. Suicide is not the issue; being suicidal is. Ironically, it’s a bit comforting.

せまいせまいあなぼこで
夢を見せあうぼくたちは
あの世もこの世もいられない
あの世もこの世もいられない
ああ神様 子どもの神様
ぼくらはあなたの遊んだ砂場の中ですり傷だらけです

Inside a cramped, narrow hole,
the two of us show each other our dreams.
We can't be in that world; neither can we be in this world.
We can't be in that world; neither can we be in this world.
Dear God-the god of children,
we are covered in scratches in the sandbox where you amused yourself.
穴ぐらぐらし [Hole-Dwelling], Kikuo

I am trying to remember who or what said it, but I remember the assertion that death is in great part the absence of community. It’s a kind of exile. And what is it, from The Sunset Limited? “You can't be one of the dead because that which has no existence can have no community. No community! My heart warms just thinking about it. Blackness, aloneness, silence, peace, and all of it only a heartbeat away.” A thought I keep coming back to lately is that grief is tied to the severance of communication. Community and communication: they share roots, literally and figuratively. I struggle to find any community I feel truly comfortable in. There is always a sense in me that I do not belong. When my social anxiety gets a hold of me, and I manage to forget all the joy socializing gives me in service of anguish over some embarrassing foible, I write an apology letter in my mind to everyone I’ve ever spoken to, and I vow never to speak to anyone ever again.

I can’t help but find myself, now, thinking about moon: Remix RPG Adventure. Love-de-Lic’s debut game (and arguable magnum opus) satirizes and deconstructs the genre of the JRPG. Yume Nikki does much the same, by taking the skeleton of the JRPG and interpreting it as something almost unrecognizable. I could spend a long time talking about moon, but I will spare you most of it; after all, I’ve already spent a long time talking about other random things. For me, though, one of the key themes of moon is the, for lack of a better term, extensivity of games. A game designer friend of mine said one of the biggest revelations for him was when his partner asked him what happened after people were finished playing his game. Games are not one-way streets, and the experiences we have inside and outside of them mingle together. The plea “open the door” serves a unique meaning in moon in this way. Madotsuki, meanwhile, will not open her door. Happy days. Blink! Isolation goes on. Inside a cramped and narrow hole. The game shall not extend into reality. This is the room. This is the game.

I do not think I’m agoraphobic. I am told it is most frequently exhibited by a fear of being unable to escape. I don’t really feel that compulsion of egress, I don’t think. But I wonder, sometimes, why I struggle to do anything other than stay in the dark. I know I have depression. I know I have social anxiety. I know I have ADHD. It’s hard to explain my horrible schedule as the product of something other than a sleep disorder. I might have other mental quirks, too, yet undiagnosed, existing in a pocket of undecidability. Maybe I have OCD, hell, maybe I have autism, I don’t know. The doctors I ask shrug and they often disagree with each other. It’s impossible to know sometimes. I keep asking myself if I’m faking it. If I’m just a lazy, pathetic worm who is enabled by a handful of vectors of privilege to be so pathetic. I don’t know.

Why did I write any of this? Who is this for? Is this what you want? Is this what anyone wants? Is it what I want? Is there an audience for this? Is this what people want? Am I feeding the mosquitos? Will anyone read this? Is there a good reason to read this? Does this make anyone happy? Who is fulfilled? Would this be worth doing if I knew it couldn’t save me? What does that mean? What is this? Are these questions doing anything? Am I learning anything? Are you? Is this worth doing? This endless, deliberate tanning? This sopor for succor, this animus ex logos? The rotten? What do these words mean to you? Is there a reason, a good reason to keep writing this? Or is it time to stop?

I will say it again. There are always hidden silences waiting behind the chair. They come out when the coast is clear. They eat everything that moves. I go shaky at the knees. Lights go out, stars come down, like a swarm of bees.

I understand why Madotsuki stays in bed so much. If you don’t get out of bed, the day never has to start. I wouldn’t say I spend a lot of time asleep, I don’t think I sleep more than the average person. But I have always had trouble falling asleep. When I was younger and had to wake up at the crack of dawn for school, I would be running on a couple hours of sleep typically. I would spend hours in bed, music playing sometimes, in the dark, alone with my thoughts. My horrid thoughts. So I found things to do. Things to imagine. It’s not daydreaming. For the majority of my life, nearly every night, before bed, I close my eyes, and imagine a different life. One where I am loved, where I feel love, where I am successful, where I am self assured, where I do not hate my body, where I am living a life that feels authentic. I imagine worlds where I do not have to stay in bed and dream of better lives.

I keep telling myself this is the last time. This is the first time. That I’ll finally get out of this hole. That I’ll change. That I’ll get better. That I’ll get on track. I keep telling myself that. I keep telling myself that. It’s never been true. It’s always been a lie. I’m still here. I can’t stop stopping. I can’t move. My body and my soul is paralyzed in styptic. I hit my head. I gasp. I writhe without sheets. The past is repugnant, the future is unthinkable, and the present is unbearable. The honest truth is a desire to give up. But giving up is an execution. So nothing. I keep telling myself this is the last time. This is the first time. That I’ll finally get out of this hole. That I’ll change. That I’ll get better. That I’ll get on track. I keep telling myself that. I keep telling myself that. It’s never been true. It’s always been a lie. I’m still here. I’m not sure if I’ll ever finish Yume Nikki. I’m not sure Madotsuki will ever leave her room.

Undertale but for pretentious English majors

Ethereal.
Transient.
Infinite.

Gaming at its most pure and genuine.

I find it hard to properly write about Yume Nikki, it's an enigmatic masterclass in human artistic expression through an interactive medium. It defies all conventional knowledge of what games can and should be.

This game is so revolutionary it's no longer outside “the box”, it created its own box to reside in.

Seldom do I find much interest or motivation to explore this much in games but Yume Nikki reignites that passion for aimless exploration and childlike wonder.

There is a level of sincerity and brilliance to Yume Nikki one can never properly define and I feel it’s best to simply describe Yume Nikki as a game that is nearly impossible to explain and define through written word or spoken language, it is a game that one must experience for themselves and apply their own meaning to, if they can find one at all.

A very beautiful and atmospheric experience. Japanese media has often had this interest in why we dream, and not necessarily trying to solve the exact why but more so just discussing the oddity that dreaming is, and how much the real world can affect our dreams. We've seen this with Kon's Perfect Blue/Paprika, the whole "Dream-Festival" that took over the second Mario Bros, and even Japan's revival of the Little Nemo in Slumberland series 70 years after it's popularity in the United States. It seems fitting for a Japanese game that started the craze of RPG Maker indie games to focus so heavily on viewing dreams within this new and blossoming media art form.

とても美しくて雰囲気のある体験です。日本のメディアは、なぜ夢を見るのかということに興味があります。必ずしも正確な「なぜ」を解決しようとしているわけではありません。それはむしろ、夢の奇妙さや、現実の世界が夢にどれだけ影響を与えるかについて論じることです。例としては「パーフェクトブルー」「パプリカ」「夢工場'87」などが挙げられます。日本では、オリジナルの出版から 70 年後にリトル・ニモを復活させました。つまり、日本のゲームが RPGツクール インディー ゲームの人気は始まりました。この新しい形式が夢の観念を探求するのは当然のこと開花しました。

Pictures of my adventure | 写真 :
1 2 3 4 5 6

A veces pienso que los videojuegos sirven mucho para ponerse en el papel del otro, en especial de alguien cercano/a.
Mi relación con Yume Nikki es muy parecida a Silent Hill 3 pero este juego me resultó aún más impresionante. En esa misma edad, alguien a quien quiero mucho pasó por una etapa de aislamiento social terrible, de una forma extrema que no se lo imaginan. No quiero hablar en detalles por ella pero la cosa va que Yume Nikki supo hacerme una simulación de este estilo de vida y por qué alguien tomaría una decisión como esa, yo sinceramente ni loca haría algo como eso pero al menos puedo comprender mejor el contexto y los motivos que hay detrás. Creo que es mejor eso que ir prejuzgando y burlándose de quien "padece" esto.
Lo volví a jugar el año pasado y diosa querida mia, como pega.
Ojalá poder recordar mis sueños 😔

This review contains spoilers

There is something sinister in Yume Nikki. It isn't really a horror game though, there is far more funny, cute, or just interesting things to see compared to anything out right scary, but there is always a vague sense that something else is going on just underneath the surface. The way the dream creatures seem to dance over Madotsuki's body is the most disturbing part of the game to me. Did they create the dream world with its wonders as a way to lure Madotsuki deeper into a nightmare so she would die? Or do they just represent the final shattering of Madotsuki's ability to differentiate between fantasy and reality? Did Madotsuki think she could fly off the balcony like she could from the mall?

That was the revolution of Yume Nikki its a game which doesn't tell you how to feel about it and offers no answers. Certainly older games offered mysteries with their surreal nature, but none have ever consciously demanded the player interpret it the same way Yume Nikki does. Plenty of other games have vague wordless stories, but more often then not they are too abstract for their own good. The images here are filled with symbolic shapes and motifs. It is certainly vague but it resonates in a way pure abstraction simply cannot.





more impressed by this being made with rpgmaker in 2004 than most of its actual content. there's cool tone-setting atmospheres and imagery here and there, but generally you're just slowly wandering through boring random voids

Looking at reviews of this game is a fool's errand because there's not really anything that can be done to convey what it's like to experience Yume Nikki. You just have to experience it for yourself – because it sure is An Experience.

2004.

A year in gaming like no other, where consumers were banqueted an assortment of games, many of which would become some of the best in gaming of all-time. That year, we saw the release of games like Half-Life 2, Halo 2, Metal Gear Solid 3, World of Warcraft, Grand Theft Auto: San Andreas, Counter-Strike: Source, Vampire: The Masquerade - Bloodlines, Knights of the Old Republic 2, Ninja Gaiden, Katamari Damacy and many, many more. More importantly though than that these games were fun, they were innovating. Pushing forward to the future of what games could become. And the game that lead that helped lead this charge and would lay down the foundational bedrock for a scene that would rival AAA studios was Doukutsu Monogatari, or Cave Story. A game that was all created by one developer, Daisuke "Pixel" Amaya.

Amaya's game wasn't groundbreaking by any means. Cave Story isn't an innovative milestone nor is it pushing any boundaries. What Cave Story is was polished, taking influence from games that Pixel enjoyed from his childhood, like Metroid and Castlevania that he references. It was an extraordinary game, with absolutely stellar music, gorgeous pixel art, and very snappy run-and-gun action. Cave Story is cited by many indie developers as the game that got them into development or as influence for their games, and in-turn, the art those developers would create would influence other indie developers in this chain-reaction of inspiration that would see the rise of the indie game industry. It is to note that Cave Story is by no means stand out in what it does, even in its legacy of a game from one developer. There is a long history of fan-made and independent content. It would be more apt-to say that Cave Story laid the foundation for indie developers in terms of its inspiration, much like Cave Story was inspired from others before it.

But Cave Story was not even meant to be special, it was an untranslated shareware game, among others in Japan's own long history of doujin soft, that had been going on way long before Cave Story even came to the picture. Japan's history of indie development goes back just as long as the rest of the world, most of which of which were as a hobby. This scene that was once, and in some cases still is, enclosed off from the rest of the world, would have its own fair share of games that inspired others, have doujin games created based off the works of others out of admiration, like Touhou. In 2004, Cave Story would be released into the public in a limited release alongside another game that would predate it.

Yume Nikki.

Yume Nikki released on the same year as Cave Story on the same site. Much like Cave Story, Yume Nikki was also developed by one person, Kikiyama, who would create the entire game's sound, art, programming, everything. It also saw a very limited release, until fans of the game created an English-translation that would see to this games proliferation across the Internet. And much like Cave Story, it's a game that has had a strong influence on so many people across the independent games scene across the globe and has become the primary inspiration for a lot of their games, with the primary example being Toby Fox's Undertale, which in-turn would also spawn it's own creative legacy with others. But what sets this apart from a lot of its contemporaries, despite also not being the first game to accomplish this, is Yume Nikki itself.

Yume Nikki does not play like anything I've ever seen before, with LSD: Dream Emulator probably being the closest example we have, and yet Yume Nikki is still unique of its kind. Yume Nikki is a game where you're experiencing the dreamscape of your unconscious mind. There are no specific goals, there is no dialogue, there is no direction. There is only experience. Drifting around these multivaried and interconnected areas of your REM sleep reality, all abide by unspoken, archaic rules. Worlds inhabited by all of peculiar creatures, if you can even call them that. Common themes that binds one particular area offset from another with their own entirely different gimmick. These worlds were not meant to be traveled but be explored, not to pass by but to immerse in. These long, often unending segments of your dream stretch out unfathomably long with often repeating objects in varied patterns dispersed widely across the abstract plane. It also seems so repetitious, especially underscored with tracks that last no longer than ten seconds before they loop back.

And yet, that is the point.

The long journey to of discovery of one's own mind, the human tendency to find patterns and symbolism in things that seem incomprehensible to anyone else. To seek meaning in things where their may not even be any and may not matter if it means something to us. These long stretches of pure infinite void to find discovery in things about ourselves and trying to make sense of the chaos that we have no control over, there is a sense of understanding. As you traverse further into the worlds deeper and deeper below the surface, things become more sensible and concrete and another branch far deeper are the things that we don't understand but have a profound effect on us. The further down we go, the more sensible it is and the more terrifying the implications, as the things that make sense are the things that are the reasons why they're pushed so far below in the dark depths of Madotsuki's mind, likely distorted memories of things that should never be resurfaced. Memories of key moments in her life that we do not wish to ever see. While Yume Nikki is quite abstract it is not without some obvious themes and common interpretations found from the clues you find plummeting down the rabbit void. A sense of identity, trauma, and death are very common imagery found throughout the game and lots of theories that the community have surgically went over the game. For me, I ignored all of those because they're not relevant to what I want to take away from this personally and feel like using things as guides and theories would get in the way of the intended idea of directionless roaming around without any sense of guidance or preconceptions.

If there's any one goal the game might have it's collecting these Effects that will transform Madotsuki into various forms with some power. All of which have very little-to-no use and almost none needed to "progress" in the game. But what they do have is consequence. The unpredictable events that it can bring to the inhabitants of your mind, and in doing so, discover a little more (or less) about ourselves. I used an Effect to transform myself into a traffic light and interacted with one inhabitant, in a place fathoms below the surface of our dream, who are one of the few people who actually resembles something like a human in a landscape where everything looks distorted and crude. What I got was a complete surprise and something I never would have expected from a game that thrives off unpredictability and the strange at the very beginning.

Even as I completed the game and remained stunned at the ending of a game I already knew years in advance would happen, the first thing I did was boot it back up again and kept going. Yume Nikki has this wonderful sense of atmosphere that I kept finding myself going back to even after its completion, because it wasn't complete. There was more to see and discover and more to know about what this game is. To retread familiar grounds and journeying through tonally whiplashed zones, both visually and through its sound. It's hard to really nail down what this game is trying to go for or to explain the hook of what makes this game. In fact, conceptually it sounds extremely boring. There are no puzzles, nor action, exploring the worlds sounds repetitive, there's no story. And yet, for many, it's their favorite game of all time and has saw almost as much popularity over Cave Story.

It has found its own niche audience that has grown in popularity. Many fan games were created that were almost as good, if not just as good, as Yume Nikki. And while it's not a big foundation starter for a global industry kickstarter like Cave Story, it would help lay the cement and provide further inspiration to younger developers to create things of their own: things that were more profound, thought provoking, creative, or just downright silly and strange. That's what's fascinating about doujin soft games is that they didn't care much about making games that fit some niche but to fit the things themselves they would want to put out. Born from that were some incredible titles of ingenuity, while of course among the piles of rather mediocre titles. Regardless though, all made out of some love or passion from what the things that influenced them that would be discovered by others to translate these games to be shared worldwide and influence other generations of artists to create something of themselves. Yume Nikki while has its influences that clearly inspired it, like Mother 1, it doesn't behold to any conventions or adhere to any standard industry practices. It's just whatever Kikiyama wanted to make, no strings attached.

2004 was a good year.

And Yume Nikki is an art like nothing else.