Yume Nikki | |
---|---|
Developer(s) | Kikiyama |
Publisher(s) | |
Engine | RPG Maker 2003 |
Platform(s) | Windows |
Release | June 26, 2004 |
Genre(s) | Adventure |
Mode(s) | Single-player |
Yume Nikki [b] is a 2004 adventure game created by the pseudonymous Japanese developer Kikiyama. The player controls a girl named Madotsuki and explores her dreams, collecting 24 effects that change her appearance and equipment. Random events also occur throughout the game in the form of cutscenes and unique gameplay sequences. The game was developed using RPG Maker 2003 without a traditional plot or battle system. Gameplay instead focuses on exploration of the dream world.
Yume Nikki was distributed as freeware on Kikiyama's personal website in June 2004, with updates continuing until 2007. The game received a cult following globally following an English fan translation. Its emphasis on open-ended exploration and lack of combat was described as a precursor to walking simulators. Its visual style and horror elements also inspired numerous indie games. Yume Nikki was published on Steam by Playism in 2018 in promotion of a reboot, Yume Nikki: Dream Diary , which was released the same year.
Yume Nikki is an exploration-based adventure game with no dialogue, combat, or plot; there is also no way to reach a game over. [2] The player controls a girl named Madotsuki who lives alone. The game begins inside her apartment, which the player is initially unable to leave. [3] The player can save their progress by sitting at Madotsuki's desk and writing in her dream diary. Sleeping in her bed causes Madotsuki to start dreaming. [2]
Her dream begins in a room closely resembling her apartment. On leaving the room, Madotsuki enters an area commonly referred to as the Nexus, which contains a series of new doors. Each door leads to a different area in the dream world, with areas having distinct environments and designs. [3] The player's objective is to explore these areas and collect 24 different Effects, which change Madotsuki's appearance or equipment when used. [1] [4] Effects can be collected by interacting with certain objects and non-player characters (NPCs). Other objects can send Madotsuki to different areas. Throughout the game, random events occur, which can be cutscenes or have interactive elements. [2] [3] The game's ending, unlocked after the player collects all 24 Effects, [1] shows Madotsuki jumping off of the balcony of her apartment.
Yume Nikki was developed and self-published by Kikiyama, a pseudonymous Japanese developer about whom very little is known. [2] They created the game using the RPG Maker 2003 engine. [1] [5] Kikiyama first shared a build of the game on June 26, 2004, on the Japanese textboard 2channel. They continued to update the game until 2007, stopping at version 0.10. [1] After its initial release, it received a fan-made English translation. [2] From 2011 to 2018, Kikiyama's status was unknown as they were unresponsive to all contact. A popular theory was that they could have died, possibly in the 2011 Tōhoku earthquake. [2] On January 10, 2018, [6] Yume Nikki was released on Steam by publisher Playism, and Kadokawa Games, the developer of the RPG Maker software, confirmed that Kikiyama was still alive and involved with the project. [2] [7] In 2023, Kikiyama was interviewed by Toby Fox in Famitsu . [8]
Yume Nikki received positive critical reception for its unique, surreal visual style. [2] [3] [9] Its visual style has been compared to the 16-bit graphics of EarthBound . [3] Ryan McSwain, writing for Hardcore Gaming 101 , remarked that the game created surprisingly good visuals by using layering effects and "eye-catching animations". He also praised the game's music and sound design. [3] Giada Zavarise of Rock Paper Shotgun said that the game's pixel-art style influenced a movement of indie horror games like Ao Oni and Ib . She also attributed some of the game's popularity to the fact that its "dreamy" imagery invites speculation about its meaning. [9] Wired 's Julie Muncy also pointed to the game's surreal imagery and said that it appeals to those interested in dream interpretation. [2]
The gameplay and atmosphere were also well-received by critics, who identified the game's emphasis on exploration as a major appeal. [2] [3] [9] Some critics called it an early example of a walking simulator. [1] [9] Muncy described it as being "rich in atmospheric dream worlds" and said its surreal world-building logic creates uneasiness in players. [2] McSwain and Zavarise agreed that the game's world was enjoyable to explore and had distinct and interesting locations. They both criticized the lack of any guides or maps, which made it too easy for the player to get stuck. [3] [9] McSwain also criticized the game's random events for being too difficult to encounter due to their rarity. [3] Zavarise specifically said the early parts of the game, before the player is able to memorize paths and landmarks, were the most likely to drive new players away. [9]
Originally receiving a limited Japanese-only release, Yume Nikki later gained a larger cult following in the West, due in part to its fan-made English translation. [2] [9] Gita Jackson of Kotaku also attributed this following to the game's "unusual visual style and oppressive tone". [10] Caty McCarthy of USgamer compared its proliferation across the internet in the mid-2000s to that of Cave Story . [4] Due to the game's open-ended nature and the accessibility offered by the RPG Maker software, Yume Nikki has inspired the creation of a number of fangames, some of which have attempted to explore theories about the original game; [1] notable fangames include Yume 2kki [c] and .flow. [1] [3] [11] It has also influenced other indie games, such as Lisa: The First , Doki Doki Literature Club! , and Undertale . [12] [9] [10] [11] In January 2018, games journalist Lewis Denby started a podcast, Dream Diary, which explores the history and theories surrounding the game's origins and its rise in popularity. [4] [11]
Yume Nikki has seen semi-official adaptations into a manga and light novel. [2] [1] The manga was illustrated by Hitoshi Tomizawa, and was serialized in Takeshobo's web magazine Manga Life Win+ beginning in May 2013. [13] [14] The light novel is titled Yume Nikki: I Am Not in Your Dream, [d] and was written by Akira and illustrated by Aco Arisaka. [14] It was licensed for digital distribution in English by J-Novel Club. [11] PC Gamer reported that the manga and light novel were criticized for providing explanations for things the game had left open to interpretation, and the Yume Nikki merchandise distributor stated that the adaptations were not created as canonical extensions of Kikiyama's original ideas. [1]
Along with the release of Yume Nikki on Steam, a two-week countdown appeared on the Kadokawa Games website. [2] [7] At the end of the countdown, a reboot called Yume Nikki: Dream Diary was announced. The game, which is rendered in 3D, [15] was developed by Kadokawa under the supervision of Kikiyama, and features some design concepts and characters left unused in the original game. [15] [16] Many of the characters and locations from the original returned in the reboot, and puzzle and platforming elements were added. [17] It was released on Steam on February 23, 2018 [16] and for the Nintendo Switch on February 21, 2019. [17]
Dream Diary received "mixed or average reviews" according to review aggregator Metacritic. [18] Critics comparing the two games generally felt that Dream Diary was not as good as the original. [19] [20] [21] Adam Smith of Rock Paper Shotgun said that it had lost the "mysterious horror and charm" of the original. [19] Azario Lopez of DualShockers felt that the developers' passion for the original game was apparent in Dream Diary's visuals and sound design, but felt that it could ultimately never live up to the standard of the original. [20] Kevin Lynn of Adventure Gamers felt that Dream Diary's visuals were a "solid translation" of the original's into 3D, but said Yume Nikki's defining open-ended gameplay had been sacrificed in favor of adventure game tropes. [21]
Super Mario Bros. 2 is a 1988 platform game developed and published by Nintendo for the Nintendo Entertainment System. After the smash hit Super Mario Bros. in 1985, Nintendo quickly released a minor adaptation of the original with advanced difficulty titled Super Mario Bros. 2, for its mature market in Japan in 1986. However, Nintendo of America found this sequel too similar to its predecessor, and its difficulty too frustrating, for the nascent American market. This prompted a second Super Mario Bros. sequel based on Yume Kōjō: Doki Doki Panic, Nintendo's 1987 Family Computer Disk System game which had been based on a prototype platforming game and released as an advergame for Fuji Television's Yume Kōjō '87 media technology expo. The characters, enemies, and themes in Doki Doki Panic have the mascots and theme of the festival, and were adapted into the Super Mario theme to make a Western Super Mario Bros. sequel.
Birdo, known in Japanese as Catherine is a character in Nintendo's Mario franchise. Her first appearance was as a boss character in Yume Kōjō: Doki Doki Panic (1987), which was localized for English-language audiences as Super Mario Bros. 2 (1988). Since then, Birdo has been a recurring character in various Mario franchise games making several cameo and playable appearances.
A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustrations and a varying degree of interactivity. The format is more rarely referred to as novel game, a retranscription of the wasei-eigo term noberu gēmu (ノベルゲーム), which is more often used in Japanese.
Hana to Yume, also known as HanaYume (花ゆめ), is a semi-monthly Japanese shōjo manga magazine published by Hakusensha on the 5th and 20th of every month. The magazine is B5-size, and always comes with furoku or free supplements, such as drama CDs, pencil boards (shitajiki), manga anthologies, stationery, and calendars. Hana to Yume was ranked 4th by Japanese girls as their favourite manga anthology in a survey conducted by Oricon in 2006.
Planetarian: The Reverie of a Little Planet is a Japanese post-apocalyptic visual novel developed by Key, a brand of Visual Arts whose previous works include Kanon and Air. It was released over the Internet on November 29, 2004, for Windows, and is rated for all ages. The game was later ported to the PlayStation 2 (PS2), PlayStation Portable and Nintendo Switch, as well as mobile devices. The story centers on a man who comes across a malfunctioning robot in a dead city. The man, known simply as "the junker", stays with this robot for a time and attempts to fix the projector of the planetarium where the story takes place.
RPG Maker, known in Japan as RPG Tsukūru, is a series of programs for the development of role-playing video games (RPGs) with story-driven elements, created by the Japanese group ASCII, succeeded by Enterbrain, and then by Gotcha Gotcha Games. The Japanese name, Tsukūru, is a pun mixing the Japanese word tsukuru (作る), which means "make" or "create", with tsūru (ツール), the Japanese transliteration of the English word "tool".
Future Diary is a Japanese manga series written and illustrated by Sakae Esuno. It was serialized in Kadokawa Shoten's Shōnen Ace between January 2006 and December 2010, and has been collected into 12 tankōbon volumes. The plot depicts the Diary Game, a deadly battle royale between 12 different individuals who are given "Future Diaries", special diaries that can predict the future, by Deus Ex Machina, the God of Time and Space, with the last survivor becoming heir to the universe.
Playism is a Japanese independent video game publisher operated by Active Gaming Media. Playism started as a digital distribution platform for PC games in May 2011.
The Witch's House MV is a puzzle horror game created by the Japanese developer Fummy (ふみー) using the RPG Maker MV engine. It was published by DANGEN Entertainment and released for Windows and macOS on October 31, 2018, with a port to Nintendo Switch, PlayStation 4 and Xbox One following in October 2022. It is a remake of The Witch's House, a freeware game created using RPG Maker VX that was first released on October 3, 2012 for Windows.
Ao Oni is a freeware horror game developed by "noprops". It was first released in Japan in November 2008.
Ib is a 2012 adventure horror game developed and published by kouri for Windows. Players control the titular character from a top-down perspective trapped in an eldritch art museum, where they meet the characters Garry and Mary. Together, they attempt to escape the museum and return to the real world.
A dream diary is a diary in which dream experiences are recorded.
Doki Doki Literature Club! is a 2017 visual novel video game developed by Team Salvato for personal computers. The story follows a student who reluctantly joins his high school's literature club at the insistence of his friend Sayori, and is given the option to romantically pursue her, Yuri, or Natsuki. Club president Monika also features heavily in the game's plot. The game features a non-traditional plot structure with multiple endings and unlockable cutscenes with each of the main characters. Although it initially appears to be a light-hearted dating simulator, it is actually a metafictional psychological horror game that extensively breaks the fourth wall.
Hylics 2 is a 2020 role-playing video game developed by Mason Lindroth for Microsoft Windows. It is the sequel to the 2015 game Hylics. Set in a surreal and intentionally absurd world, the protagonist Wayne must stop the resurrection of the tyrant king Gibby by his minions. Battles take place in a turn-based RPG format, similarly to its predecessor, but gameplay in the overworld is expanded upon, prominently featuring platforming elements. The game was acclaimed for its unique claymation visuals and psychedelic funk score composed by Lindroth and Chuck Salamone.
Yume Nikki: Dream Diary is a 2018 adventure horror game developed by Kadokawa Games and published by Playism. It is a reboot of the 2004 indie game Yume Nikki and was produced with supervision from the original game's creator, Kikiyama. The game borrows basic elements, including some abandoned design concepts, from its predecessor, but also contains significant changes. As in Yume Nikki, the player controls a girl named Madotsuki from a third-person perspective and explores worlds inside her dreams. Dream Diary adds platforming and puzzle gameplay, and the game is rendered in 3D.
Monika is a fictional character and the main antagonist of the visual novel Doki Doki Literature Club! The character was created by Dan Salvato and voiced by Jillian Ashcraft. While Monika initially appears as the main tutor and supporting character that guides the player on their path to romance the three provided love interests, she is later revealed to be self-aware of her existence as a video game character; her words, actions and surroundings become increasingly malicious as she makes her intentions clear. She is apparently deleted at the end of the game, but returns to destroy the game itself to protect the player after the character Sayori becomes sentient in Monika's absence.
Omori is a 2020 role-playing video game developed and published by indie studio Omocat. The player controls a nonverbal hikikomori teenage boy named Sunny and his dream world alter-ego Omori. The player explores both the real world and Sunny's surreal dream world as Omori, either overcoming or suppressing his fears and repressed memories. How Sunny and Omori interact depends on choices made by the player, resulting in one of several endings. The game's turn-based battle system includes unconventional status effects based on characters' emotions. Prominently portraying concepts such as anxiety, depression, psychological trauma, self harm, and suicide, the game features strong psychological horror elements.