the audio-visuals in this VN were rly strong. i loved the field recording running over the kinderszenen piano pieces (which in turn were running through some sort of phaser or flanger effect?), really brings home that feeling of an uncanny dream sequence. the contrast between the b/w objecthead sprites and the very colorful backgrounds with superimposed images works super well too. theres very specific sequences that take place in florida, florence or on the brooklyn bridge and theyre very evocative this way while still grounded in a feeling of uncanniness. my one criticism on this front is that i wish the piano pieces hadn't been as sparse - i understand you were crunching though.
if youve ever played or seen footage of it, the game actually reminded me somewhat of the serial experiments lain ps1 game, in the sense that you are trying to piece together a story through nonchronological logs (or in this case dream sequences) that make you question what exactly is grounded in reality and what isn't.
it all happens with this heavy, HEAVY layer of melancholy hovering over everything, with themes such as leaving behind a home you on some level deeply care about and on some level despise, a breakup in which the narrator is clearly at fault, multiple breakups where the narrator is clearly being wronged, etc etc. it really feels like the kind of game youd see at an exhibit of some sort of modern art museum or the museum of moving image. this was genuinely very cool
← Return to dream sequence
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the audio-visuals in this VN were rly strong. i loved the field recording running over the kinderszenen piano pieces (which in turn were running through some sort of phaser or flanger effect?), really brings home that feeling of an uncanny dream sequence.
the contrast between the b/w objecthead sprites and the very colorful backgrounds with superimposed images works super well too. theres very specific sequences that take place in florida, florence or on the brooklyn bridge and theyre very evocative this way while still grounded in a feeling of uncanniness. my one criticism on this front is that i wish the piano pieces hadn't been as sparse - i understand you were crunching though.
if youve ever played or seen footage of it, the game actually reminded me somewhat of the serial experiments lain ps1 game, in the sense that you are trying to piece together a story through nonchronological logs (or in this case dream sequences) that make you question what exactly is grounded in reality and what isn't.
it all happens with this heavy, HEAVY layer of melancholy hovering over everything, with themes such as leaving behind a home you on some level deeply care about and on some level despise, a breakup in which the narrator is clearly at fault, multiple breakups where the narrator is clearly being wronged, etc etc. it really feels like the kind of game youd see at an exhibit of some sort of modern art museum or the museum of moving image. this was genuinely very cool
Everytime i think i already have my fav vn from you, there comes another one. I love it some much, the characters, the designs, AND THE PIANO!!!