By Zyla (@zylaeth)

Dreamscape Reimagine: A review and some more

A mock review of a fictional game that recently received a remake release (and other stuff at the end).

Sundry Scribes
9 min readJul 5, 2024

War is the unfolding of miscalculations.” — Barbara Tuchman

The world of Stargard is one of the few dancing planets in the Sea of Diamond that are habitable, a rare gem with vibrant flora and fauna basking under the prismatic light of the Bright Ball. Civilizations rose and fell throughout Stargard’s extensive lifespan, and now it is home to majestic, opulent kingdoms and empires that stretch across the land. Art and innovation thrive almost as intensively as the war that rages between the empires. Maybe this rich conflict among the inhabitants of this once-glimmering planet is what attracted the Dream Aether.

Originally developed on PlayStation and published in 1999, Dreamscape captivated the hearts of many with its complex tactical gameplay and branching storylines. Although considered one of the best tactical RPGs of all time, it received mixed reception upon release, with the critics at the time stating that “it’s trying to be too many things at the same time.” From its attempt to blend turn-based combat with a variety of classes, each with its own abilities, a tarot card, and solar/lunar cycle mechanics, to grappling with the complex and confusing storyline.

Dreamscape Reimagine is a unique remake of the beloved classic. Remakes can be tricky, balancing improvements while maintaining what fans loved about the original. This remake succeeds by enhancing every aspect of the base game while preserving the classic charm of the early 2000s gaming era. Such a bold move by Pearlescent Studio to do a complete overhaul of the storyline while keeping it grounded in the original setting. It also includes significant graphical improvements and, weirdly enough, introduces much more complex gameplay. In fact, it defies traditional categorization as a mere remake, leaning more towards a remake-sequel hybrid. It’s not just a reshape; it’s a complete rewrite.

The story unfolds in the war-torn kingdom of Ametite, plunged into chaos after the assassination of the god-king, Dunbeth. Players assume the role of Khai, an excommunicated priest or priestess caught in the conflict as the church exerts its influence amid disputes among royal families. Unlike the original, players can choose Khai’s gender and customize their appearance. The game centers on Khai’s quest to uncover the truth behind their prophetic dreams, one of the central themes of this game. These dreams delve into Khai’s desires and fears, offering revelations that blur the line between reality and fantasy. As this boundary fades, the protagonist faces crucial decisions at every turn that will shape the history of Stargard.

Visuals

Pearlescent Studio has given the game a complete graphic makeover, following the HD-2D approach. They have replaced the flat 2D environments with polygonal landscapes, enhanced with HD textures while preserving the 2D character sprites with their original designs. I’ve always admired Fuji Matsumoto’s art style, especially her creative approach to hairstyles, so I’m thrilled they retained the original designs and only updated them with higher-resolution sprites. Character animations are now more varied and unique, which is impressive given the amount of classes in the game. Unfortunately, there’s an occasional known bug that affects the visual quality of the game causing character textures to distort. Sometimes a character may appear with incorrect textures which can disrupt the overall visual experience despite the game’s impressive graphical elements. I hope Pearlescent Studio addresses this issue promptly.

Although I have to say that the lighting in this game is stunning, especially when combined with the camera’s blurred edge style that adds a remarkable sense of depth. I love it when battles start around dusk, and you can see the prismatic sunlight bathing the environment in an orange tint while the trees sway and small critters scurry around the battlefield. The particle effects are equally impressive, adding layers of beauty from dandelion seeds blown across the field to flaming sparks flying during combat. All these elements together elevate the visuals from simply beautiful to an absolutely gorgeous experience.

Audio

The soundtrack in this remake has not changed from the original game. In fact, a few additional tracks have been added. Unfortunately, very few of the tracks are particularly memorable. While they are all great compositions, I don’t find myself humming any of the tunes after playing. As for the sound effects, they are spot-on. From the ambient cricket noises at night to the sound of swords clashing, every detail has been meticulously crafted. This, combined with the impressive particle effects, results in hits that feel like they have real “weight” behind them. The realism of the sound effects is particularly noteworthy, the screams of units dying in battle sound hauntingly authentic, almost too real at times adding much intensity to the experience. Some of the boss fights feature thrilling and exhilarating music which I particularly love, such as the orchestral score during the Fallen Bishop battle.

Gameplay

If you pick up this game to play, you already know you are diving into a deep tactical game. Players are given the task of leading a group of characters known as the Oathbreakers, a collection of individuals considered outcasts, with some even branded as heretics. As the leader, you must organize and customize the Oathbreakers to suit your strategic needs. The remake has significantly expanded the class system, now offering 30 classes, each with a multitude of abilities that the players can mix and match. Some classes can be unlocked through the story, while others become available after meeting specific requirements.

The game also features a tarot card system, adding another layer of strategy where players can collect and use tarot cards in battle to produce various beneficial or detrimental effects. These effects can impact individual characters, entire groups, or even alter the battlefield landscape. Additionally, the sun/moon cycle will also influence your gameplay by altering the forms of some creatures and the effectiveness of certain skills. For example, during the full moon phase, certain bandits encountered in random battles might transform into werewolves. On the other hand, if you bring a unit with a vampire trait into battle on a sunny day, they will appear as a coffin. Be careful!

All of the stated features have been significantly improved from the original game, including a thorough rebalancing of difficulty. Enemy levels now scale with the party’s average level ensuring a consistent challenge, and for the hardcore players, they can further test their skills by attempting the Ironman difficulty mode. The remake also introduces combo actions that can inflict devastating damage or, a personal favorite of mine, making two wizards cast the same spell together to reduce their casting time. Elemental spells can also trigger reactions with the environment, such as electrifying a body of water and stunning every creature within it or setting the bushes on fire to create a flaming barrier that inflicts damage over time.

Narrative

The game expertly handles tension and conflict, with some unexpected plot twists that are genuinely surprising. Its branching storyline offers paths that lead to diverse outcomes encompassing good, bad, and everything in between. Eventually, all of these branching lines merge at several points in the story. Choices made by players truly matter as they shape not only the narrative but also influence the world and characters in it. Choosing to support a faction in a conflict can result in different neighboring regions becoming allies or enemies, while choosing to abandon your companions at crucial moments may sow a seed of betrayal that you will reap later. However, these different paths can sometimes make the story feel segmented, with the narrative not flowing seamlessly into each other.

For the most part, the environmental storytelling is on point. In one memorable scene, exploring a ruined church reveals subtle clues about a past tragedy like the shattered stained glass windows, faint claw marks on the wooden doors, and torn ancient tomes scattered across the floor. However, there are occasional moments where it can feel heavy-handed. For example, stumbling upon a wall in the church’s basement covered entirely with multiple faint frantic scrawls of “HELP IM STUCK” in blood may come across as unnecessarily blunt breaking the subtlety that the game otherwise great in maintaining.

In terms of dialogue, the game generally features well-written conversations that suit the medieval-esque setting. The companions’ interactions often include banter that ranges from humorous to profound, contributing to various memorable lines. However, the game occasionally falls into the trap of over-explaining details. There are scenes where lore is dropped or exposition is provided unnecessarily, even though players can find the information in the Archive section on the menu window.

Replayability

Yes.

Personal

“It’s trying to be too many things at the same time.” You know what? I actually appreciate that about the original game. Despite its shortcomings in trying to balance multiple aspects, it’s this ambitious scope that allows us to enjoy its remake. The remake has successfully improved upon every aspect of the original, creating an entirely new gaming experience that retains the nostalgic old-school vibe while introducing modern enhancements. Starting my playthrough, I was greeted with the opening scene, now beautifully rendered in CG. Apparently, there are more of these cinematic cutscenes that enhance key moments in this game, and I’m really looking forward to that.

I really appreciate how they expanded the roster with more recruitable characters. One of my favorites from this new addition is Dave the Beardless, who ironically sports a beard, embodying the “he’s a little confused, but he got the spirit” meme. I love how he’s the only character not speaking in this pseudo-early-modern English and how none of the other characters seem to notice or comment on it. Why is he the only character with so many expressions? It’s pretty comical. Another standout for me is Lia the Overlord, whose character arc is exceptionally well-developed. I’d argue that your playthrough isn’t complete without recruiting her. Plus, she has the coolest armor design in the game. I’m a sucker for spikes and fur.

As for battles, they are consistently challenging and sometimes make you question if they truly scale with your level. However, this is what makes them fun as you scramble to find the right solution, like solving a chess puzzle. There are numerous ways to approach battles with a variety of tools at your disposal, from your abilities set to various game mechanics and, of course, a bit of luck. In my experience, as long as you pay attention and strategize carefully, you’ll be fine. Things get harder when enemies, like your units, start having multiple abilities from different classes, so don’t be surprised when you see a knight casting a fireball.

Overall it’s a great remake of one of the best tactical RPGs of all time, capturing the essence of the original game while introducing modern enhancements that elevate the experience. Despite some shortcomings here and there, such as occasional difficulty spikes and moments where the story feels slightly disjointed, this game has quickly become one of my personal favorites to play in recent history. Some might say it’s all nostalgia talking, and maybe they’re right to some extent, but I can assure you that even if you strip away the nostalgia and look at this game objectively, its high-quality gameplay design and innovative features stand out. You’ll quickly realize why all the great tactical RPG games we have today refer to this game as one of their influences and inspirations.

-Charlie (@CharlieGamingYT)

>Gamer Since 1990<

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DDDale, D. [@TripleDDD]. (2024, January 31). I’m heartbroken to share that my brother David (@DiceyDavid) is currently in a coma. His latest project, Dreamscape Reimagined, was a labor of love. If you’re enjoying the game, please send your thoughts and prayers his way. We’re all hoping he wakes up soon. #PrayForDavid #DreamscapeReimagined [Tweet]. Twitter.

[SunArt]. (2024, February 15). [Spoiler] Why Dave talks weirdly [Online forum post]. Reddit.

PCPS Gamer Forum

Title| Who is Dave?

-Unknown Kenku (2024.3.12)

Has anyone else noticed how he seems like he stepped out of a completely different game? Is he a nod to another Pearlescent Studio game or perhaps a reference to something? His character is so distinct from the rest of the game’s setting.

78. Vili (2024–3–12,14:03:14)

“I heard Dave’s character was inspired by some old-school RPG humor. You know all these epic heroic names and then there’s just Dave. Classic!”

79. BreakFast (2024–3–12,14:03:35)

“Maybe Dave is a tribute to one of the devs named David? A little nod to the team behind the scenes?”

80. N9983 (2024–3–12,14:03:39)

“Dave is Dave”

/v/ — Video Games

David got isekaied Anonymous 04/22/24(Mon)00:32:49 №570423106

What if Dave the Beardless isn’t just a character in the game? What if David, one of the devs, actually got isekaied into his own creation? I mean, think about it, David mysteriously goes into a coma around the same time the game gets released. It could explain why Dave’s behavior and dialogue seem so out of place compared to the rest of the game.

>>Anonymous 04/22/24(Thu)00:33:59 №570415690

>>570423106 (OP)

Go back to /x/

Patch Notes #119 ~ 27 June 2024

Events

-Summer Events have started.

Items:

-Fixed Lia’s Bunny Suit clipping issue.

-Increased Iconic Seed drop rates from 0.05% to 0.15%.

Gameplay:

-Rebalanced a few classes. (details)

-Fixed Shield Chain, no longer able to be chained with inanimate objects.

-Fixed Muriel’s animation and pathfinding bugs.

Developer Note:

We have addressed bugs related to the notorious “Dave the Beardless” erratic behavior, ensuring that his actions and movements now align consistently with the intended character design.

David now behaves as intended.

This story was brought to you by Zyla(@zylaeth) of Sundry Scribes, a Malaysian writing collective. Interested? Our Discord is open to writers and readers alike.

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Sundry Scribes

Sundry Scribes is a Malaysian writing collective. We write both nonfiction and short fiction topics.