Daydream
Image via Ravenage Games

Review: Daydream: Forgotten Sorrow Is a Charming Distraction

Come along.

Developed by Ravenage Games, Daydream: Forgotten Sorrow feels a bit like if David Lynch decided to direct a Wes Anderson film, and someone jotted down notes. The game has whimsy (there’s a controllable teddy bear for instance) that asks gamers to come along for a magical adventure. Then there’s the darkness that cuts throughout – childhood terrors like a malevolent hand trying to get you. Let’s also say that fans who are afraid of spiders probably should watch out.

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Dream a Little

Like any good David Lynch film, Daydream: Forgotten Sorrow is abstract in many ways. You play as Griffin, but the game doesn’t have easy answers for who Griffin is or what the story at hand is. There’s a theme of trauma and perhaps growing up at its narrative center. However, the game never fully doubles down on its themes or storylines to present a greater whole or experience. While it aims to be like Limbo or Journey, Daydream never quite reaches those heights.

However, as a 2.5 sidescroller, Daydream is quaint and charming in its own right. The visuals are pleasant to the eyes, and it definitely strikes its own style. However, you shouldn’t expect a calm and chill experience as the game frequently swaps things up or throws new obstacles your way. There’s a flying segment, platforming, you’ll frequently use your bear companion to help clear puzzles. At a certain point, players will gain a new ally with their own unique abilities.

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Dream a Bit Bigger

As a puzzler, however, Daydream doesn’t hold anyone’s hands. Frequently, you have to try to piece together your next objectives based on what came previously. While this can range from intriguing to frustrating, I did find some pride in finally figuring out the puzzles that lay before me. However, if you’re expecting to breeze your way through, you’ll be mistaken.

From a performance standpoint, I didn’t encounter any major issues while playing, and the game seems to hold up fairly well from a frames-per-second perspective. While I won’t go into specifics on the individual puzzles and the storyline leaves something to be desired, I can’t deny that Daydream is at its best when it’s making you feel – whether that is terror at the sight of spiders or a moment of tranquility. The game feels like it aspires to be greater than it is, but if only it could have dreamed a little bit bigger.

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Author
Matthew Wilson
Matthew Wilson is currently the Managing Editor for Gamer Journalist. He's previously served as Managing Editor for the Lifestyle brand Outsider. Matthew has also worked for USA TODAY, Business Insider, Esquire, and Psychology Today. In his free time, he loves to travel and to play video games, two passions that fuel his work.